Have you tried glActiveTexture(GL10. GL_TEXTURE0) before rendering sprite?
Have you tried glActiveTexture(GL10. GL_TEXTURE0); before rendering sprite?
Try setting the texture environment to GL_REPLACE (using glTexEnv). If it is set to GL_MODULATE, the texture color will be multiplied by the current color (or the color from lighting, if enabled) and if this color is black, the result is just black.
Below works on my Galaxy S but I'm having trouble getting it to work on my friend's HTC using projective. Though they do work in model space... Could you try? Public void draw(GL10 gl) { gl.
GlActiveTexture(GL10. GL_TEXTURE0); gl. GlBindTexture(GL10.
GL_TEXTURE_2D, mTextureID); gl. GlEnable(GL10. GL_TEXTURE_2D); gl.
GlEnableClientState(GL10. GL_TEXTURE_COORD_ARRAY); gl. GlTexCoordPointer(2, GL10.
GL_FLOAT, 0, mCoordinateBuffer); // Draw the mesh gl. GlFrontFace(GL10. GL_CCW); gl.
GlVertexPointer(3, GL10. GL_FLOAT, 0, mVertexBuffer); gl. GlNormalPointer(GL10.
GL_FLOAT, 0, mNormalBuffer); gl. GlDrawElements(GL10. GL_TRIANGLE_STRIP, mIndexBuffer.limit(), GL10.
GL_UNSIGNED_BYTE, mIndexBuffer); // Disable texture gl. GlDisable(GL10. GL_TEXTURE_2D); gl.
GlDisableClientState(GL10. GL_TEXTURE_COORD_ARRAY); } public void loadTexture(Context context, GL10 gl) { Bitmap bmp; try { bmp = BitmapFactory. DecodeStream(context.getResources().
OpenRawResource(R.drawable. Texture_loading)); int textures = new int1; gl. GlGenTextures(1, textures, 0); mTextureID = textures0; gl.
GlBindTexture(GL10. GL_TEXTURE_2D, mTextureID); // Mendatory, tells openGL how to render the texture, nearest will look sharp, smooth will look blurry gl. GlTexParameterx(GL10.
GL_TEXTURE_2D, GL10. GL_TEXTURE_MIN_FILTER, GL10. GL_NEAREST); gl.
GlTexParameterx(GL10. GL_TEXTURE_2D, GL10. GL_TEXTURE_MAG_FILTER, GL10.
GL_NEAREST); // Not mendatory, tells openGL what to do when sprite is bigger than object 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); // Mendatory, // GL_REPLACE replaces all color info, // GL_MODULATE modulates, texture will be affected by lightning gl.
GlTexEnvx(GL10. GL_TEXTURE_ENV, GL10. GL_TEXTURE_ENV_MODE, GL10.
GL_REPLACE); bmp.recycle(); } catch (Error e) { } }.
This will create a new renderer and pause the GLSurfaceView. The application then will "destroy" some internal stuffs that you can't touch with the SDK... After this, you can destroy the GLSurfaceView, create another one and set the new renderer to it. My problem now is that the textures are not refreshed yet but, still, this is great!
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