Hi,

> export it as 32bpp (tried 3 differenty image editing tools).

It's strange you cannot get 32 bpp png. I use gimp every day and my
PNG with transparency
work very well.

> (Take care : android downsampling PNG without transparency to 565)
Sorry this issue seems occurs only on 2.1

> Here a Screenshot of the PNG
Can you post it on Picassa or something else ? Seems attachement was
dropped.

> 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.

No I don't mean that ^^.
I use also alpha channel of PNG in my textures and it's working great.

So check the way you load PNG with BitmapFactory and
BitmapFactory.Option
Check the format of the returned Bitmap object. (it should be
ARGB_8888)

Regards.

On May 13, 7:57 pm, Forsaken <[email protected]> wrote:
> > 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

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