I have a very basic Activity at the moment. It creates a GLSurfaceView and sets the Renderer. The problem is all I see is red, which is from glClearColor, and no texture. Not even a white area. Also glGetError() is not reporting anything.
Here is the Renderer:
public class MyRenderer implements Renderer {
public MyRenderer(Context context)
{
mContext = context;
}
public void onDrawFrame(GL10 gl) {
gl.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertex);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoords);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(-160.0f, 160.0f, -240.0f, 240.0f, 0.1f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
float vertexBuffer[] = {
-160.0f, -240.0f,
-160.0f, 240.0f,
160.0f, -240.0f,
160.0f, 240.0f
};
vertex = ByteBuffer.allocateDirect(8 * 4).asFloatBuffer().put(vertexBuffer);
float texCoordsBuffer[] = {
0.0f, 0.0f,
0.0f, 480.0f/512.0f,
320.0f/512.0f, 0.0f,
320.0f/512.0f, 480.0f/512.0f
};
texCoords = ByteBuffer.allocateDirect(8 * 4).asFloatBuffer().put(texCoordsBuffer);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inDensity = 240; // needed so that the image will be 512x512
Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.image, options);
int width = bitmap.getWidth();
int height = bitmap.getHeight();
Log.i(TAG, "Bitmap:{w:" + width + " h:" + height + "}");
gl.glEnable(GL10.GL_TEXTURE_2D);
texture = new int[1];
gl.glGenTextures(1, texture, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR)
{
Log.e(TAG, "GL Texture Load Error: " + error);
}
}
private Context mContext;
private int texture[];
private FloatBuffer vertex;
private FloatBuffer texCoords;
}