I’d like to use glDrawTexOES().
If i want to map the texture to glDrawTexOES()
How can i do?
The ES manual indicates that glDrawTexOES calculates uv coordinates automately.
so I guess It’s not need glTexCoordPointer()
my code is
glBindTexture(GL_TEXTURE_2D, m_TexID);
glEnable(GL_TEXTURE_2D);
glDrawTexiOES(0,0,0,200,200);
But I’s not work correctly;
Only From 0,0 to 200,200 screen coord rectangle be shown without texture image.
How can i map the texture to glDrawTexOES()?
Can I get some example code about glDrawTexOES()??
help me.
I can at least tell that you’re texturing with an incomplete texture. The default min-filter for a texture object requires mipmaps, and you only upload the base-level. This means that the texturing stage is disabled. Usually, this leads to a draw-call only drawing fragments of a constant color, but might differ based on a lot of different state.