Hi
I have a layout with two fullscreen views on top of each other. The
bottom view just shows a .png picture. The top view shows some OpenGL
rendered graphics. When some translucent objects on the top view moves
over a non-black area of the bottom view, blending is real bad
- example1: blue in bottom view and translucent yellow/red (fire) in
top view, turns out to be shiny green!?!)
- example2: gray in bottom view and translucent yellow/red (fire) in
top view, also turns out to be shiny green!?!)
How can I improve???
Blending internally in the top view (OpenGL) works fine.
Selected code:
Bottom view:
Fields
private Bitmap mBackgroundImage;
private SurfaceHolder mSurfaceHolder;
In view constructor:
mSurfaceHolder = getHolder();
mBackgroundImage = BitmapFactory.decodeResource(res,
R.drawable.mypic);
In doDraw
Canvas c = mSurfaceHolder.lockCanvas(null);
c.drawBitmap(mBackgroundImage, 0, 0, null);
Top view:
Fields
EGL10 mEgl;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLConfig mEglConfig;
EGLContext mEglContext;
Initializing:
int[] configSpec = {
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
EGL10.EGL_DEPTH_SIZE, 16,
EGL10.EGL_NONE
};
mEgl = (EGL10) EGLContext.getEGL();
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
mEgl.eglInitialize(mEglDisplay, version);
EGLConfig[] configs = new EGLConfig[1];
int[] num_config = new int[1];
mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1,
num_config);
mEglConfig = configs[0];
mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
EGL10.EGL_NO_CONTEXT, null);
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig,
holder, null);
mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext);
In doDraw:
< do the OpenGL drawing >
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
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