Loading textures using the Asset manager
I guess you need something more consistent than just changing the screen color! But before showing awesome graphics in our application, we need to load some external resources.
In this second part, we are going to load a texture into OpenGL ES thanks to the Android Asset manager, an API provided since NDK R5. It allows programmers to access any resources stored in the assets
folder in their project. Assets stored there are then packaged into the final APK archive during application compilation. Asset resources are considered as raw binary files that your application needs to interpret and access using their filename relative to the assets
folder (a file assets/mydir/myfile
can be accessed with mydir/myfile
path). Files are available in the read-only mode and might be compressed.
If you have already written some Java Android application, then you know that Android also provides resources accessible through compile-time generated IDs inside the res project...