Android - OpenGL - emulator versus actual device

I am writing a game that uses opengles. I created my rendering class and I have a sample of my game working on an emulator, however, none of the texers are displayed on a real device. I read about the most common reason, because the need for texture was a factor of 2, but I tried to draw a square (128x128) with the texture of the same size compared to it, and this is only visible on the emulator. Also, my actual game will use rectangles, so I don't know how I can match textures, squares and rectangles. This is my code so far (2d game, so I use ortho mode): EDIT: I updated my code, now it binds textures correctly and uses 128x128 textures, still only seeing textures on the emulator.

    public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
    byteBuffer = ByteBuffer.allocateDirect(shape.length * 4);
    byteBuffer.order(ByteOrder.nativeOrder());
    vertexBuffer = byteBuffer.asFloatBuffer();
    vertexBuffer.put(cardshape);
    vertexBuffer.position(0);

    byteBuffer = ByteBuffer.allocateDirect(shape.length * 4);
    byteBuffer.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuffer.asFloatBuffer();
    textureBuffer.put(textureshape);
    textureBuffer.position(0);

    // Set the background color to black ( rgba ).
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
    // Enable Smooth Shading, default not really needed.
    gl.glShadeModel(GL10.GL_SMOOTH);
    // Depth buffer setup.
    gl.glClearDepthf(1.0f);
    // Enables depth testing.
    gl.glEnable(GL10.GL_DEPTH_TEST);
    // The type of depth testing to do.
    gl.glDepthFunc(GL10.GL_LEQUAL);
    // Really nice perspective calculations.
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    loadGLTexture(gl);
}

public void onDrawFrame(GL10 gl) {
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection
    gl.glPushMatrix(); // Push The Matrix
    gl.glLoadIdentity(); // Reset The Matrix
    gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f);
    gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix
    gl.glPushMatrix(); // Push The Matrix
    gl.glLoadIdentity(); // Reset The Matrix

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    gl.glLoadIdentity();
    gl.glTranslatef(card.x, card.y, 0.0f);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, card.texture[0]); //activates texture to be used now
    gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}

public void onSurfaceChanged(GL10 gl, int width, int height) {
    // Sets the current view port to the new size.
    gl.glViewport(0, 0, width, height);
    // Select the projection matrix
    gl.glMatrixMode(GL10.GL_PROJECTION);
    // Reset the projection matrix
    gl.glLoadIdentity();
    // Calculate the aspect ratio of the window
    GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
            100.0f);
    // Select the modelview matrix
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    // Reset the modelview matrix
    gl.glLoadIdentity();
}

public int[] texture = new int[1];

public void loadGLTexture(GL10 gl) {
    // loading texture
    Bitmap bitmap;
        bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image);
        // generate one texture pointer
        gl.glGenTextures(0, texture, 0); //adds texture id to texture array
        // ...and bind it to our array
        gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now
        // 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();
}

-, ? - ? , , 2, , , 128x128 , . .

EDIT: minsdkversion 3, = BitmapFactory.decodeStream(is), BitmapFactory.Options.inScaled false, nodpi, .. ?

+3
2

. , .

, . , , , . , :

if (!flipped)
{
    glOrthof(0, screenWidth, screenHeight, 0, -1, 1); //--Device
}
else
{
    glOrthof(0, screenWidth, 0, -screenHeight, -1, 1); //--Emulator
}

, ! - , !

+1

, . OpenGL - . OpenGL, . Unity - . Android, iOS . . ..

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