I know there is the CompressedTextureActivity example, and I based my code on it, but i can't make this work. Needing some help here:
public static int loadCompressedTexture(final Context context, final int resourceId){
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0){
InputStream input = context.getResources().openRawResource(resourceId);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
try{
ETC1Util.loadTexture(GLES20.GL_TEXTURE_2D, 0, 0,GLES20.GL_RGB, GLES20.GL_UNSIGNED_SHORT_5_6_5, input);
}
catch(IOException e){
System.out.println("DEBUG! IOException"+e.getMessage());
}
finally{
try {
input.close();
} catch (IOException e) {
// ignore exception thrown from close.
}
}
//GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
checkGlError("");
}
else
throw new RuntimeException("Error loading texture.");
return textureHandle[0];
}
loadTexture is throwing an IOException, and the result is blackness...
Update: I had pkm files with no headers. For some reason I thought that they should be encoded that way, but now I encoded them with headers and don't get the IOException error anymore. By the way, I'm using etc1tool, and the source png file is 2048x2048.
However, I keep getting blackness...
By the way, this is the code I use to load normal textures, which display just fine:
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
logHeap();
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
Even thought I had set the mipmaps like this:
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
And was not generating mipmaps, these 2 lines of code were, god knows why, in the draw method of my object.
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
Taking them out solved the issue!