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private void bindTexture(GL10 gl, Bitmap bitmap, int textureId){ /** bind new texture */ gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); 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.glTexParameterf( // GL10.GL_TEXTURE_2D, // GL10.GL_TEXTURE_COLOR_BORDER, // GL10.GL_NICEST); gl.glTexEnvf( GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); // GL10.GL_DECAL); // GL10.GL_MODULATE); // GL10.GL_BLEND); // GL10.GL_REPLACE); if(bitmap != null) GLUtils.texImage2D( GL10.GL_TEXTURE_2D, 0, bitmap, 0); }