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?

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