This worked for me:

In the surfaceView Constructor

        setEGLConfigChooser(8, 8, 8, 8, 0, 0);
        getHolder().setFormat(PixelFormat.RGBA_8888);

In the View.Renderer onSurfaceCreated

        gl.glEnable(GL10.GL_BLEND);
        gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);

Lastly the textures will need to be 32bit and they will need to have
widths and lengths of 32, 64, 128, 256, 512
you can have 128x512 if you want.

Hope that helps, took me ages to piece it together :)

On May 28, 3:00 am, Nate <nathan.sw...@gmail.com> wrote:
> I am rendering this PNG with no transparency just 
> fine:http://n4te.com/temp/test.png
> However if I try to render this PNG (with transparency) with the exact
> same code, I just get a white box:http://n4te.com/temp/ball.png
>
> I am loading the PNG into a texture like this:
> Bitmap bitmap = BitmapFactory.decodeStream(input);
> int[] temp = new int[1];
> gl.glGenTextures(1, temp, 0);
> textureID = temp[0];
> gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID);
> 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_NEAREST); // GL_LINEAR for quality.
> gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
> GL10.GL_CLAMP_TO_EDGE);
> gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
> GL10.GL_CLAMP_TO_EDGE);
> GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
> bitmap.recycle();
>
> I am using this blending:
> gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
>
> How is it possible to render a PNG with transparency in OpenGL ES?
>
> Thanks!
> -Nate
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