Android OpenGL es "glDrawTexfOES" draws upside down

Posted by Alle on Stack Overflow See other posts from Stack Overflow or by Alle
Published on 2012-04-02T23:09:53Z Indexed on 2012/04/02 23:30 UTC
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I'm using OpenGL for Android to draw my 2D images.

Whenever I draw something using the code:

    gl.glViewport(aspectRatioOffset, 0, screenWidth, screenHeight);
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();

    GLU.gluOrtho2D(gl, aspectRatioOffset, screenWidth + aspectRatioOffset,screenHeight, 0);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, myScene.neededGraphics.get(ID).get(animationID).get(animationIndex));

    crop[0] = 0;
    crop[1] = 0;
    crop[2] = width;
    crop[3] = height;
    ((GL11Ext)gl).glDrawTexfOES(x, y, z, width, height)

I get an upside down result. I'v seen people solve this through doing:

    crop[0] = 0;
    crop[1] = height;
    crop[2] = width;
    crop[3] = -height;

This does however hurt the logic in my application, so I would like the result to not be flipped upside down. Does anyone know why it happen, and any way of avoiding or solving it?

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