Part of my texture loading code looks like this: final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resId); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle();
Following lines should be somewhere in initialization: // Blending Function For Translucency Based On Source Alpha Value gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glEnable(GL10.GL_BLEND); On Jun 21, 9:30 pm, Navigateur <naveen.c...@googlemail.com> wrote: > I got it working! The right data order is ARGB, but it just wasn't > accepting my original data for some reason (even though the data is > fine)... so by writing it, pixel by pixel, to a new Bitmap.. it works > (that's why RGBA version was treating the "A" as "B") Can anyone tell > me why I have to write a new Bitmap (it's a waste of processing). Does > the Bitmap have to be "mutable" or something? > > On Jun 21, 6:13 pm, Navigateur <naveen.c...@googlemail.com> wrote: > > > > > Correction: if I use the original ARGB format of the .png without > > converting it to RGBA, it doesn't work at all. (But with RGBA it has > > the problem as stated). > > > On Jun 21, 5:30 pm, Navigateur <naveen.c...@googlemail.com> wrote: > > > > I should add, maybe GL10's glTexImage2D is the way to go here but I > > > can't get that working at all. Maybe I have the pixel buffer pixels in > > > the wrong order, since I use Bitmap's copyPixelsToBuffer to create the > > > pixels buffer (what's the correct ordering for pixels in this buffer)? > > > Or is GLUtils.texImage2D is the best one to call? > > > > On Jun 21, 4:57 pm, Navigateur <naveen.c...@googlemail.com> wrote: > > > > > I can't seem to get GLUtils.texImage2D to use my full RGBA (A=my alpha > > > > component). I've tried doing setEGLConfigChooser(8, 8, 8, 8, 0, 0); > > > > getHolder().setFormat(PixelFormat.RGBA_8888); > > > > > I've tried converting the source image (.png in ARGB) to RGBA.. which > > > > works ok for the ordering of data before texImage2D, but when it > > > > draws, it draws yellow where it should be "transparent white"... which > > > > suggests it's diminishing the "B"(blue) component instead of the > > > > A(alpha) component. But the same thing happens when I just use the > > > > orignal ARGB data instead ("B" diminishes instead of "A", leaving > > > > yellow). I have no idea why but I'll keep trying, but has anybody done > > > > this properly and has the answer?- Hide quoted text - > > > > - Show quoted text -- Hide quoted text - > > > - Show quoted text - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en