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private static int newTextureID(GL10 gl) { int[] temp = new int[1]; gl.glGenTextures(1, temp, 0); return temp[0]; } // Will load a texture out of a drawable resource file, and return an OpenGL texture ID: private int loadTexture(GL10 gl, Context context, int resource) { // In which ID will we be storing this texture? int id = newTextureID(gl); // We need to flip the textures vertically: Matrix flip = new Matrix(); flip.postScale(1f, -1f); // This will tell the BitmapFactory to not scale based on the device's pixel density: // (Thanks to Matthew Marshall for this bit) BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; // Load up, and flip the texture: Bitmap temp = BitmapFactory.decodeResource(context.getResources(), resource, opts); Bitmap bmp = Bitmap.createBitmap(temp, 0, 0, temp.getWidth(), temp.getHeight(), flip, true); temp.recycle(); gl.glBindTexture(GL10.GL_TEXTURE_2D, id); // Set all of our texture parameters: gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); // Generate, and load up all of the mipmaps: for(int level=0, height = bmp.getHeight(), width = bmp.getWidth(); true; level++) { // Push the bitmap onto the GPU: GLUtils.texImage2D(GL10.GL_TEXTURE_2D, level, bmp, 0); // We need to stop when the texture is 1x1: if(height==1 && width==1) break; // Resize, and let's go again: width >>= 1; height >>= 1; if(width<1) width = 1; if(height<1) height = 1; Bitmap bmp2 = Bitmap.createScaledBitmap(bmp, width, height, true); bmp.recycle(); bmp = bmp2; } bmp.recycle(); return id; }