Alright. I got it. Now it works. I simply didn't multiply the values! Man, you helped me a lot! Really! How can I thank you for this??? I was working on that problem for... ages! It doesn't explain why it worked perfectly fine on older machines nor does it explain what to do in OpenGL 1.0 but at least it is a solution! Thank you very much! Tobias
Am Dienstag, 7. August 2012 09:08:57 UTC+2 schrieb Romain Guy (Google): > > Hi, > > You should output your colors with premultiplied alpha. Your code should > look like this: > > vec3 color = clamp(textureColor.rgb * lightWeighting.xyz, 0.0, 1.0); > color *= 0.5; // premultiply by alpha > > gl_FragColor = vec4(color, 0.5); > > > -- 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

