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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T02:58:24+00:00 2026-06-11T02:58:24+00:00

I am currently writing an Android application that works with OpenGL ES 1.1. It

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I am currently writing an Android application that works with OpenGL ES 1.1.
It worked fine on my HTC Desire (Android 2.3.7) where I developed it on. Now I wanted to test it on a Nexus 7 but it only shows a black screen. I found out that all textures are simply rendered black. On parts where no object and no texture is rendered, I get the (almost) black background color.

So my question is why are the textures rendered fine on some devices and not on others?

The textures are all quadratic with a size power of 2 (i.e. 512×512, 1024×1024).
These are the settings used when the textures are created:

gl.glBindTexture(GL10.GL_TEXTURE_2D, getTextureId());   

// Create Nearest Filtered Texture
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);

// Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
        GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
        GL10.GL_REPEAT);

gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, /*GL10.GL_REPLACE*/ GL10.GL_MODULATE);

// Use the Android GLUtils to specify a two-dimensional texture image
// from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

What can I try to get the textures rendered on both devices?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-11T02:58:26+00:00Added an answer on June 11, 2026 at 2:58 am

    If you’re getting your bitmaps from drawables, make sure they are all in drawable-nodpi folder.

    Otherwise your power of two image might not be power of two after it gets scaled up on different android densities (a 1024×1024 image in the drawable folder becomes 1536×1536 on HDPI devices).

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