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Home/ Questions/Q 7687749
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T19:46:22+00:00 2026-05-31T19:46:22+00:00

I am trying to display a texture on a square using opengl es 1

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I am trying to display a texture on a square using opengl es 1 using the ndk.
I am using this “hacks” to load a png from the apk : http://www.anddev.org/ndk_opengl_-_loading_resources_and_assets_from_native_code-t11978.html

This seems to work fine.
When i want to apply the texture to my quad, the texture seems to be duplicate.

enter image description here

After some research i think the problem is coming from my rendering code :

//the order is correct even if it is not in the numeric order
GLfloat vertexBuffer[] = {
    _vertices[0].x, _vertices[0].y,
    _vertices[3].x, _vertices[3].y,
    _vertices[1].x, _vertices[1].y,
    _vertices[2].x, _vertices[2].y,
};

GLfloat texCoords[] = {
    0.0, 1.0, //  left-bottom 
    1.0, 1.0, //  right-bottom
    0.0, 0.0, //  left-top
    1.0, 0.0 //  right-top
};

glBindTexture(GL_TEXTURE_2D, _texture->getTexture());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords); 
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-31T19:46:23+00:00Added an answer on May 31, 2026 at 7:46 pm

    The problem was definitly is the png loading function.
    I add a test to check if the image contain an alpha channel using the libpng :

    bool hasAlpha;
    switch (info_ptr->color_type) {
        case PNG_COLOR_TYPE_RGBA:
            hasAlpha = true;
            break;
        case PNG_COLOR_TYPE_RGB:
            hasAlpha = false;
            break;
        default:
            png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
            zip_fclose(file);
            return TEXTURE_LOAD_ERROR;
    }
    

    And i changed the glTexImage2D parameters “internalformat” and “format”:

    glTexImage2D(GL_TEXTURE_2D, 0, hasAlpha ? GL_RGBA : GL_RGB, width, height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) image_data);
    
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