@Override public void glFlush() { mGL.glFlush(); }
public void glFlush() { mgl.glFlush(); }
public void glFlush() { mgl.glFlush(); }
public void glFlush() { mgl.glFlush(); }
// Notice that I don't allocate the int[] at the beginning but use the one of the image protected void loadSingleTexture(GL10 gl, Image img, Bitmap bmp) { gl.glGenTextures(1, img.textureIds, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, img.textureIds[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); gl.glFlush(); if (bmp != null) bmp.recycle(); }