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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Time for action – generating an OpenGL texture


The image buffer filled by libpng now contains raw texture data. The next step is to generate a texture from it:

  1. Let's continue our previous method which is GraphicsManager::loadTexture().

    Generate a new texture identifier with glGenTextures().

    Indicate that we are working on a texture with glBindTexture().

    Configure texture parameters with glTexParameteri() to specify the way a texture is filtered and wrapped. Use GL_NEAREST, as smoothing is not essential for a 2D game without zoom effects. Texture repetition is also not necessary and can be prevented with GL_CLAMP_TO_EDGE:

    ...
        png_destroy_read_struct(&pngPtr, &infoPtr, NULL);
        delete[] rowPtrs;
    
        GLenum errorResult;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        // Set-up texture properties.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
            GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
            GL_NEAREST...
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