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Android OpenGL ES 1.1 white box textures


I am having an issue where textures from the resources become just white. The issue only seems to occur on phones (Droid-X for sure), but it works just fine on the emulator. I have researched this issue for days and tried so many things.

Textures are POT ranging from 8x8 to 128x128
Textures have been in res/drawable, res/drawable-nodpi and res/raw
Tried with and without this in the manifest file:

<supports-screens android:anyDensity="true" />


I am at a complete loss on this.

Here is the code I am using
gl is GL10 and gl11 is GL11

During onSurfaceCreated
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);

gl.glShadeModel(GL10.GL_FLAT);
gl.glClearColor(0.00f, 0.00f, 0.00f, 1.00f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_DST_ALPHA);
gl.glOrthof(-1, 1, -1, 1, -1, 1);
gl.glColor4f(0.5f, 0.5f, 0.5f, 0.5f);

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
gl.glFrontFace(GL10.GL_CCW);

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

During onSurfaceChanged

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);

Generating the VBO:

public final float vertices[] = { 
    -1.0f, -1.0f, 1.0f,
    1.0f, -1.0f, 1.0f,
    -1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f
};
public float textureCoord[] = { 
    0.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 0.0f,
    1.0f, 1.0f
};
public final byte indices[] = { 
    0, 1, 3,
    0, 3, 2 
};
verticesBuffer = ByteBuffer.allocateDirect(vertices.length * 
    Constants.FLOAT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
textureCoordBuffer = ByteBuffer.allocateDirect(textureCoord.length * 
    Constants.FLOAT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
indicesBuffer = ByteBuffer.allocateDirect(indices.length).order(ByteOrder.nativeOrder());

// fill buffers
verticesBuffer.put(vertices);
textureCoordBuffer.put(textureCoord);
indicesBuffer.put(indices);

// set pointer positions
verticesBuffer.position(0);
textureCoordBuffer.position(0);
indicesBuffer.position(0);

// temp buffer array
int[] buffer = new int[1];

// VERTICES BUFFER.
gl11.glGenBuffers(1, buffer, 0);
verticesBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
final int vertexSize = verticesBuffer.capacity() * Constants.FLOAT_SIZE;
gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, verticesBuffer, GL11.GL_STATIC_DRAW);

// TEXTURE COORD BUUFER
gl11.glGenBuffers(1, buffer, 0);
textureCoordBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
final int texCoordSize = textureCoordBuffer.capacity() * Constants.FLOAT_SIZE;
gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, textureCoordBuffer, GL11.GL_STATIC_DRAW);

// clear buffer id
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);

// Unbind the array buffer.
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
gl11.glGenBuffers(1, buffer, 0);

// INDICES BUFFER
indicesBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);
final int indexSize = indicesBuffer.capacity();
gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, indicesBuffer, GL11.GL_STATIC_DRAW);

// Unbind the element array buffer.
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);

BitmapFactory.Options sBitmapOptions = new BitmapFactory.Options();
sBitmapOptions.inPreferredConfig = Bitmap.Config.ARGB_4444;

// many of these calls :
Bitmap bitmap = BitmapFactory.decodeStream(resources.openRawResource(resourceID), null, sBitmapOptions);
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
mCropWorkspace[0] = 0;
mCropWorkspace[1] = bitmap.getHeight();
mCropWorkspace[2] = bitmap.getWidth();
mCropWorkspace[3] = -bitmap.getHeight();
((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, 
GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
return texture[0]; // which gets stored into textureID for later

During onDrawFrame

gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

// and many of these
gl11.glPushMatrix();
// transfomations
gl11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
gl11.glDrawElements(GL10.GL_TRIANGLES, indicesCount, GL10.GL_UNSIGNED_BYTE, 0);
gl11.glPopMatrix();


Sorry for all the code but I think everything is there.
Thank you,
Will

You must enable vertex array and texture coords array and bind your buffer indexes before making any calls to your glDraw...() function.

After glBindTexture() in onDrawFrame() , put this:

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

GL11 gl11 = (GL11) gl;

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);

// Draw...

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