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 <[email protected]> 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 <[email protected]> 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 - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

