title: some Images won't load - android openGL textures
body: <p>I have an GlSurfaceView that is drawing a square that i am trying to texturize with a image.png  I have played with two different png files both in the same drawable folder..  When i reference one it loads just fine but if i switch the R.image.png to the other, my sqaure just turns white..  can anyone help?  below is my square class, and my glView.</p>
  
  <p>Square:</p>
  
  <pre><code>    package com.eliddell.AR;
      import java.io.InputStream;
      import java.nio.ByteBuffer;
      import java.nio.ByteOrder;
      import java.nio.FloatBuffer;
      import javax.microedition.khronos.opengles.GL10;
      import android.content.Context;
      import android.graphics.Bitmap;
      import android.graphics.BitmapFactory;
      import android.opengl.GLUtils;
  
      public class Square {
  
         private FloatBuffer vertexBuffer;   // buffer holding the vertices
  
         private float vertices[] = {
          -1.0f, -1.0f,  0.0f,        // V1 - bottom left
          -1.0f,  1.0f,  0.0f,        // V2 - top left
          1.0f, -1.0f,  0.0f,        // V3 - bottom right
          1.0f,  1.0f,  0.0f         // V4 - top right
  
  };
  
  private FloatBuffer textureBuffer;  // buffer holding the texture coordinates
  private float texture[] = {
          // Mapping coordinates for the vertices
          0.0f, 1.0f,     // top left     (V2)
          0.0f, 0.0f,     // bottom left  (V1)
          1.0f, 1.0f,     // top right    (V4)
          1.0f, 0.0f      // bottom right (V3)
  
  };
  
  
  public Square() {
  
      ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
      byteBuffer.order(ByteOrder.nativeOrder());
      vertexBuffer = byteBuffer.asFloatBuffer();
      vertexBuffer.put(vertices);
      vertexBuffer.position(0);
  
      byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
      byteBuffer.order(ByteOrder.nativeOrder());
      textureBuffer = byteBuffer.asFloatBuffer();
      textureBuffer.put(texture);
      textureBuffer.position(0);
  
  }
  /** The texture pointer */
  private int[] textures = new int[1];
  
  public void loadGLTexture(GL10 gl, Context context) {
      // loading texture
      InputStream is =                                     context.getResources().openRawResource(R.drawable.android);
      Bitmap bitmap = BitmapFactory.decodeStream(is);
      //Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),R.drawable.android);
  
      // generate one texture pointer
      gl.glGenTextures(1, 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_MAG_FILTER, GL10.GL_LINEAR);
  
      // Use Android GLUtils to specify a two-dimensional texture image from our bitmap
      GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
  
      // Clean up
      bitmap.recycle();
  }
  public void draw(GL10 gl) {
      // bind the previously generated texture
      gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
  
      // Point to our buffers
      gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  
      // Set the face rotation
      gl.glFrontFace(GL10.GL_CW);
  
      // Point to our vertex buffer
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
      gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
  
      // Draw the vertices as triangle strip
      gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
  
      //Disable the client state before leaving
      gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  
  }
  
     }
  </code></pre>
  
  <p>and my GLSurfaceView and Render:</p>
  
  <pre><code>    package com.eliddell.AR;
  
      import javax.microedition.khronos.egl.EGLConfig;
      import javax.microedition.khronos.opengles.GL10;
      import android.opengl.GLU;
      import android.content.Context;
      import android.graphics.PixelFormat;
      import android.hardware.Camera;
      import android.opengl.GLSurfaceView;
      import android.opengl.GLSurfaceView.Renderer;
      import android.view.SurfaceHolder;
  
      public class GLLayer extends GLSurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback, Renderer {
  
  private Context context;
  private Square square;   // the triangle to be drawn
  
  
  public GLLayer(Context context) {
      super(context);
      this.context = context;
      this.square = new Square();
  
      // settings for translucent glView
      this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
      this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
  
      // set render to inline 
      this.setRenderer(this);
  
  }
  
  @Override
  public void onDrawFrame(GL10 gl) {
      // clear Screen and Depth Buffer
      gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
  
      // Reset the Modelview Matrix
      gl.glLoadIdentity();
  
      // Drawing
      gl.glTranslatef(0.0f, 0.0f, -5.0f);     // move 5 units INTO the screen
                                              // is the same as moving the camera 5 units away
      square.draw(gl);                      // Draw the triangle
  
  }
  
  @Override
  public void onSurfaceChanged(GL10 gl, int width, int height) {
      if(height == 0) {                       //Prevent A Divide By Zero By
      height = 1;                         //Making Height Equal One
      }
      gl.glViewport(0, 0, width, height);     //Reset The Current Viewport
      gl.glMatrixMode(GL10.GL_PROJECTION);    //Select The Projection Matrix
      gl.glLoadIdentity();                    //Reset The Projection Matrix
      //Calculate The Aspect Ratio Of The Window
      GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
      gl.glMatrixMode(GL10.GL_MODELVIEW);     //Select The Modelview Matrix
      gl.glLoadIdentity();                    //Reset The Modelview Matrix
  
  
  }
  
  @Override
  public void onSurfaceCreated(GL10 gl, EGLConfig arg1) {
      // Load the texture for the square
      square.loadGLTexture(gl, this.context);
  
      gl.glEnable(GL10.GL_TEXTURE_2D);            //Enable Texture Mapping ( NEW )
      gl.glShadeModel(GL10.GL_SMOOTH);            //Enable Smooth Shading
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);    //Black Background
      gl.glClearDepthf(1.0f);                     //Depth Buffer Setup
      gl.glEnable(GL10.GL_DEPTH_TEST);            //Enables Depth Testing
      gl.glDepthFunc(GL10.GL_LEQUAL);             //The Type Of Depth Testing To Do
  
      //Really Nice Perspective Calculations
      gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
  
  }
  
  @Override
  public void onPreviewFrame(byte[] data, Camera camera) {
      // TODO Auto-generated method stub
  
  }
  
      }
  </code></pre>