rexsj wrote:Solved the issues.........
for 32 bit images, i used RGBA and for text , i used a single bitmap for background and other bitmaps to construct application menu.
This is the solution for creating a menu ............. i hope?? pls give me ur suggestions
For background image, i am trying to use "glDrawTexfOES" but texture renders on the screen with no image,why this is happening? i tried changing all the parameters...........the position and dimensions seem to change but it is blank

You need to set the crop rectangle before glDrawTex to define the area of the texture that will fill the drawn rectangle
Code: Select all
int crop_rect[4] = {x, y, width, height};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop_rect);
glDrawTexiOES(50, 50, 0, 100, 100);
This will draw the texture to a 100x100 square with it's lower-left corner at 50,50,0.
Don't forget that gl's origin is lower-left (i.e. the top line of the texture will be draw at the bottom), if your image appears upside down you can set the crop rectangle to {x, y+height-1, width, -height}.