Oh, I just noticed that if I try to do it the other way, that is,
extract the pixels form the image and applying my own blending
algorithm, another problem arises. There seems to be a bug in the
Bitmap.getPixels() implementation, that causes any pixel that has a
non 0xFF alpha, to automatically lose all its color and become black.
So if the image has a pixel with a full red colour of 0xFFFF0000, it
stays red, but if it is a semi-transparent red color such as
0x7FFF0000, it is returned as the color 0x7F000000, with both the
getPixels() and the getPixel() methods.


On 5 Apr, 18:02, hanni <[EMAIL PROTECTED]> wrote:
> Hi, my application makes heavy use of semi-transparent .png's for
> interesting graphics. I'm used to this, developing J2ME applications.
> The alpha blending algorithm in Android, however, seems to be less
> than adequate. Everything that is semi-transparent is restricted to
> very few shades of color, and that goes for everything behind a semi-
> transparent image aswell.
>
> Does anyone know of a setting to enable a more accurate alpha blending
> algortihm, even if it might require more CPU power? Currently, when I
> really need something to look accurate, I would have to create an
> array from that image and run my own blending algortim on it,
> converting it back to an image afterwards.
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