I use the following code to create mipmaps in my android app
gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
It works with most of my .png files, but some of them aren't loaded properly (appear as blank white textures) unless I turn off mipmapping. This is on 128 X 128 textures that are all saved as .png in adobe photoshop v 12.0
The textures that work always seem to have a relatively larger file size than the ones that don't, so I'm wondering if it sometimes uses some newer compression that isn't supported by android, and if so how do I turn it off. This is very frustrating and any help would be very appreciated.
PS I'm using a motorola atrix to test the app