Okay. Well, I guess it is the opposite of how my 3d modeling program, Cheetah3d, does them.
I thought it was standardized.
On Monday, January 14, 2013 9:04:41 AM UTC-6, RichardC wrote:
It's the way OpenGL maps texture co-ordinates, ie it's working correctly.--On Monday, January 14, 2013 2:59:45 PM UTC, bob wrote:Has anyone else noticed that GLUtils.texImage2D seems to want the image to be upside down?GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); One way to see this is to look at Cosmin Banu's NeHe code here:He has this in there:private static Matrix yFlipMatrix;static{yFlipMatrix = new Matrix();yFlipMatrix.postScale(1, -1); // flip Y axis}And this:return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), yFlipMatrix, false);I have independently noticed this, and it caused a lot of frustration.Any ideas how to best solve this? Obviously, if we "just fix it", it will break a lot of old code that relies on its currently incorrect behavior.
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