Hello, I've run into a problem using OpenGL with Android. I'm trying to create a transparent sprite that appears in my game application. The sprite is (.png) format and contains transparent values (alpha=0) around the image.
Loading the image isn't a problem. I'm able to have the image load onto a VBO square. The problem is that this VBO square shows, it's color being the same that is set with: glClearColor(0, 0, 0, 1); In the game scene I have a bunch of VBO cubes that surround the area constantly moving towards the viewer. Randomly, the sprite I was talking about will take the place of one of these cubes. Then, when more cubes spawn from the far back. I can see the square that the sprite is drawn on. I honestly think this has to do with depth testing some how... because when the sprite is in front of the cube. It would make sense for the depth testing to hide parts of the cube (the parts covered by the square). The problem is that when I disable depth testing, the sprites will not appear in front of the cube. How can I make it so the sprites will appear in front, yet not cover of the behind cubes? Thanks, Nick. -- 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