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Home/ Questions/Q 6609613
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T19:44:19+00:00 2026-05-25T19:44:19+00:00

Ive modified my code to use ETC1 textures to help lower memory usage and

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Ive modified my code to use ETC1 textures to help lower memory usage and while the texture loads, its not automatically generating mipmaps anymore. Is this not supported for ETC1 images? Heres my code:

    //Generate three texture pointers...
    gl.glGenTextures(3, textures, 0);
    //...and bind it to our array
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
    //Create Nearest Filtered Texture
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
 //     gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); //problem child
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    //gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP,   GL11.GL_TRUE); problem child.
         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_CLAMP_TO_EDGE);

    //Get the texture from the Android resource directory
    Log.e("Sys", "ETC1 texture support: " + ETC1Util.isETC1Supported());
    InputStream input = context.getResources().openRawResource(R.drawable.testtile);
    try {
        ETC1Util.loadTexture(GLES10.GL_TEXTURE_2D, 0, 0,
                GLES10.GL_RGB, GLES10.GL_UNSIGNED_SHORT_5_6_5, input);
        Log.w("sys", "loaded!");

    } catch (IOException e) {
        Log.w("sys", "Could not load texture: " + e);
    } finally {
        try {
            input.close();
        } catch (IOException e) {
            // ignore exception thrown from close.
        }
      }
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  1. Editorial Team
    Editorial Team
    2026-05-25T19:44:19+00:00Added an answer on May 25, 2026 at 7:44 pm

    An easy way to solve this is to generate the mipmap levels with the tool you use to create your ETC1 texture (all the levels will end up in the file (eg .pvr)) and to upload each level individually.

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