public void setBitmap(Bitmap bmap)
    {
        Bitmap.Config config = bmap.getConfig();

        //if a bitmap of format other than supported format is found,
        //try to create a new bitmap from it of config ARGB_8888.
        if (!supportedConfigs.contains(config))
            bmap = getBitmapSupported(bmap);

        NativeBitmapImage.updateFromBitmap(getNative(), bmap, bmap.hasAlpha(), bmap.getConfig().name());
    }
public void setBitmap ( Bitmap bmap ) { Bitmap . Config config = bmap . getConfig ( ) ; if ( ! supportedConfigs . contains ( config ) ) bmap = getBitmapSupported ( bmap ) ; NativeBitmapImage . updateFromBitmap ( getNative ( ) , bmap , bmap . hasAlpha ( ) , bmap . getConfig ( ) . name ( ) ) ; }
Copy a new {@link Bitmap} to the GPU texture. This one is also safe even
in a non-GL thread. An updateGPU request on a non-GL thread will
be forwarded to the GL thread and be executed before main rendering happens.

Creating a new {@link GVRImage} is pretty cheap, but it's still not a
totally trivial operation: it does involve some memory management and
some GL hardware handshaking. Reusing the texture reduces this overhead
(primarily by delaying garbage collection). Do be aware that updating a
texture will affect any and all {@linkplain GVRMaterial materials}
(and/or post effects that use the texture!

@param bmap  An Android Bitmap.

@since 1.6.3