Hi,

>  Also the 3 textures loaded from jpg

There is no transparency in JPEG. You mean 2 jpeg and 1 png.
And for the png one, you didn't get transparency. Right ?
(Take care : android downsampling PNG without transparency to 565)

You can try other combination of parameters for this gl.glBlendFunc()
to see
if you get different results.

Regards.


On 10 mai, 19:56, Forsaken <[email protected]> wrote:
> Hi there,
>
> I've got some trouble getting transparent png-textures work. In my
> project i am currently using 3 regular jpg textures (256x256) and one
> transparent png (128x128x32bpp). Without any further options
> everything renders just fine except the transparency is missing.
> After i found the following post I added some options to my project to
> enable transparency.
>
> http://groups.google.com/group/android-developers/browse_thread/threa...
>
> These are the changes:
>
> (1) Added the following lines after the "super" call in my class
> extending GLSurfaceView:
>
>         setEGLConfigChooser(8, 8, 8, 8, 0, 0);
>         getHolder().setFormat(PixelFormat.RGBA_8888);
>
> (2) Added these lines when onSurfaceCreated is triggered (after my
> other options):
>
>         gl.glEnable(GL10.GL_BLEND);
>         gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
>
> As long as change (1) is active the png texture isn't drawn at all,
> the surface is just invisible. After removing it everything works like
> before (without transparency). Change (2) doesn't seem to have any
> effect at all. Also the 3 textures loaded from jpg are absolutely
> unaffected by those changes.
> I would be glad for some advice.
>
> Best regards
> Jens
>
> Here are the most important classes and methods that may be related to
> my problem:http://pastebin.com/UL6NCZ7b
> If something important is missing please tell me, I may also send the
> whole project for debugging on request.

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