Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9253775
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 18, 20262026-06-18T11:18:12+00:00 2026-06-18T11:18:12+00:00

I’m trying to render a XML layout to an OpenGL surface. That works correctly,

  • 0

I’m trying to render a XML layout to an OpenGL surface. That works correctly, and I can do 3D effects on the layout. But, when I try to update it and render it again, it does not work. With twiddling and trying different functions, the end result is either a black object, graphic corruption on widgets external to the surface, or the original object without any modification.

My code to transform a view to a bitmap is:

public static Bitmap toBitmap(final View view) {
    final Bitmap bitmap = Bitmap.createBitmap(400, 100,
            Bitmap.Config.ARGB_8888);
    final Canvas canvas = new Canvas(bitmap);
    final Paint paint = new Paint();

    view.setDrawingCacheEnabled(true);

    final int width = MeasureSpec.makeMeasureSpec(canvas.getWidth(),
            MeasureSpec.EXACTLY);
    final int height = MeasureSpec.makeMeasureSpec(canvas.getHeight(),
            MeasureSpec.EXACTLY);
    view.measure(width, height);
    view.layout(0, 0, view.getMeasuredWidth(), view.getMeasuredHeight());

    canvas.drawBitmap(view.getDrawingCache(), 0, 0, paint);

    return bitmap;
}

Then, in my object’s constructor, I call:

public static int loadTexture(final Bitmap bitmap) {
    GLES20.glGenTextures(1, textureHandle, 0);

    if (textureHandle[0] != 0) {
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

        bitmap.recycle();
    }

    if (textureHandle[0] == 0) {
        throw new RuntimeException("Error loading texture.");
    }

    return textureHandle[0];
}

Calling the loadTexture() method again with an updated layout will render it black. I wrote another small method to try different ways:

public static int updateTexture(final Bitmap bitmap) {
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

    GLUtils.texSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, bitmap);
    //GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    // GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);

    return textureHandle[0];
}

This leaves the original texture unchanged, and produces an error:

<qgl2DrvAPI_glTexSubImage2D:502>: GL_INVALID_VALUE
glStartTilingQCOM: 0x501

Commenting the texSubImage2D() call and replacing it with texImage2D() does nothing, and produces no error message.

If anyone can shed light on anything I may have done wrong, that would be greatly appreciated.

Thanks!

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-18T11:18:14+00:00Added an answer on June 18, 2026 at 11:18 am

    Are you calling the update method from the OpenGL thread? You don’t need to specify again the texture parameters if you are using the texSubImage function.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am trying to render a haml file in a javascript response like so:
I have a French site that I want to parse, but am running into
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
I'm trying to convert HTML to plain text. I get many &\#8217; &\#8220; etc.
I'm trying to create an if statement in PHP that prevents a single post
I'm working with an upstream system that sometimes sends me text destined for HTML/XML
I am trying to understand how to use SyndicationItem to display feed which is
Basically, what I'm trying to create is a page of div tags, each has
I'm new to using the Perl treebuilder module for HTML parsing and can't figure
I am trying to find ID3V2 tags from MP3 file using jid3lib in Java.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.