Graphics Programs Reference
In-Depth Information
Ginsburg and Dave Shreiner (Addison-Wesley, 2008), from which
this quotation is taken.
The third argument is the
Bitmap
resource, which has to be decoded for use (as
shown in
Listing 5-5
)
. In the last argument, you must specify the border. For most
cases, this is set as “0”, meaning “no-border.”
In
Listing 5-5
,
the code snippet used between the calls to
GLES20.glBindTexture
and
GLUtils.texImage2D
is used to fetch the
image resource, which is used as a texture, and set the texture parameters. You
must understand the use of the following call—
glTexParamet-
eri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT)
. This sets the repeat wrap mode for the s-coordinate of
texture. The call to
glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST)
sets the
minification filter to
GL_NEAREST
. To try the two filtering modes in a real applic-
ation, modify the Renderer class in the
GL TEXTURE
application to reflect these
changes. You can load this application into your Eclipse workspace by importing the
archive file
Chapter5/gltexture.zip
.
In the Renderer class of this application, set the
GL_TEXTURE_MIN_FILTER
and
GL_TEXTURE_MAG_FILTER
- each of these modes, to use
GL_LINEAR
filter.
The output, after making this change, is similar to
Figure 5-4
, but the texture will
be hazy because of bilinear sampling caused by the use of
GL_LINEAR
filter.
The
following
line
of
code—
GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT,
1)
—in
Listing 5-5
is used to specify the byte boundary for the rows of pixel (image)
data.

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