I had a problem with a 512^2 Texture and loading it to the frame buffer. It would draw the image skinny and twice or repeat Xx2 and Yx1.
I fixed it by making the image 1024^2 and scaling it down to the frame buffer how I wanted. but was wondering what the quirk was of this if any, will just use the 1024^2 image since it will do all I want, just wanted to post this in case it is a bug with Textures.
Bitmap image = Bitmap.createBitmap( 512, 512, Bitmap.Config.ARGB_4444 );
....
Bitmap immutable_imagebg = BitmapFactory.decodeResource(getResources(), R.drawable.elements_background );
image = immutable_imagebg.copy(Bitmap.Config.ARGB_4444, true);
Texture backpage = new Texture( image, true );
TextureManager.getInstance().addTexture("ElementBackground", backpage );
....
fb.blit( TextureManager.getInstance().getTexture( "ElementBackground"),
0 , 0,
0 , 0 ,
512 , 512,
FrameBuffer.TRANSPARENT_BLITTING);
NOTE:createBitmap remained 512 while loading of the 512 or 1024 image , but the 1024 image works while the 512 does not.