You can try adding this: gl.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
Although I think it is the default and I don't see anything like this turning it off in your posted code: gl.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); Which is what I was expecting. On Jul 1, 7:10 am, Rittz <[email protected]> wrote: > Hello, > > I've been working on moving from Canvas over to OpenGL using > GLSurfaceView and have hit a bit of a roadblock in trying to change > the alpha of a texture at runtime. I can display the texture with > transparency just fine but changing the RGBA via glColor isn't doing > anything at all. All I'm trying to do is fade in and out some > textures by changing the alpha value and I know it's possible because > I've seen it done before. I get the feeling like I'm just missing one > line of code to fix this. > > Here is the actual draw method for the object > > public void draw(GL10 gl) > { > gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureName); > > gl.glColor4f(1f, 1f, 1f, 0.5f); // No matter what I make these > values it doesn't change anything > > ((GL11) gl).glTexParameterfv(GL10.GL_TEXTURE_2D, > GL11Ext.GL_TEXTURE_CROP_RECT_OES, textureGrid, 0); > ((GL11Ext) gl).glDrawTexfOES(x, y, z, width, height); > } > > and here is some of the initialization code, it's pretty much just > copied straight from the SpriteMethodTest example > > public void onSurfaceCreated(GL10 gl, EGLConfig config) { > gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); > > gl.glClearColor(0.5f, 0.5f, 0.5f, 1); > gl.glShadeModel(GL10.GL_FLAT); > gl.glDisable(GL10.GL_DEPTH_TEST); > gl.glEnable(GL10.GL_TEXTURE_2D); > > gl.glDisable(GL10.GL_DITHER); > gl.glDisable(GL10.GL_LIGHTING); > > gl.glClear(GL10.GL_COLOR_BUFFER_BIT | > GL10.GL_DEPTH_BUFFER_BIT); > > // Load all the Textures > } > > public void onSurfaceChanged(GL10 gl, int w, int h) { > gl.glViewport(0, 0, w, h); > > gl.glMatrixMode(GL10.GL_PROJECTION); > gl.glLoadIdentity(); > gl.glOrthof(0.0f, w, 0.0f, h, 0.0f, 1.0f); > > gl.glShadeModel(GL10.GL_FLAT); > gl.glEnable(GL10.GL_BLEND); > gl.glBlendFunc(GL10.GL_SRC_ALPHA, > GL10.GL_ONE_MINUS_SRC_ALPHA); > gl.glColor4f(1f, 1f, 1f, 1f); > gl.glClearColor(1f, 1f, 1f, 1f); > gl.glEnable(GL10.GL_TEXTURE_2D); > } > > Thanks in advance! -- 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

