> There is no transparency in JPEG. You mean 2 jpeg and 1 png. Of course i know there is no transparency in JPEG, I just wrote that to state clearly that the jpg textures (those are 3) do not vanish like the png. Afaik the PNG texture should be white if it fails to load for some reason not ivisible, thats why I would have expected a blank (white) texture or the png without transparency but not a completely invisible one. Currently I've got an "room" (inverted cube) with 3 jpeg textures (ceiling, walls, floor - all jpg) and one gui element (virtual joypad - png).
> And for the png one, you didn't get transparency. Right ? It becomes completely invisible when applying change (1) mentioned in my first post. When removing these 2 lines again it just renders without transparency (of course). It seems like the texture gets loaded with full transparency on all pixels. But I just scouted that the png wasn't saved as 32bpp like i thought, its 24bpp what should be my problem. But I can't find any way to export it as 32bpp (tried 3 differenty image editing tools). > (Take care : android downsampling PNG without transparency to 565) I don't think so, at least if you are talking about the loading from ressource. Like described in the discussion linked above this seems to work well. Of course I don't know this for sure. > You can try other combination of parameters for this gl.glBlendFunc() to see > if you get different results. This isn't what I was looking for, I will definitly need "real" transparency via alpha channel. If not now then i will need it later in progress, so if you suggest me to try blending the texture without taking care about the texture's alpha channel this is not an option. Here a Screenshot of the PNG open in gimp and my app within the emulator blending with "gl.glBlendFunc(GL10.GL_ONE, GL10.GL_SRC_ALPHA);". Thats the best result I could get working by changing the blend func. But like I said this is not what I am looking for :/ Thanks for your help, I hope now that I have found out what's the difference between the discussion posted above and my case. So I have to find either a solution for saving 32bpp png's or for loading 24bpp one's. If you (or someone else) knows a good solution already I would be glad of course if you tell me :) If I find a solution myself I will add it here. Regards - Jens -- 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

