> glSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);
>

This gives you a translucent surface, which means that any pixel that is
not drawn completely opaque will be blended with whatever window is behind
your app. It will affect your performance btw.


> Should I change the surface view format to RGB_888 instead?
>

Yes, that will fix your problem and improve perfornance.


>
> Regards,
>
> Thomas
>
>
> On Wednesday, July 31, 2013 12:13:51 PM UTC-5, Romain Guy (Google) wrote:
>>
>> Is your SurfaceView marked with the transparent pixel format? If so, what
>> you are seeing would be expected. If your SurfaceView is opaque then you
>> *must* draw every pixel opaque on screen.
>>
>>
>> On Wed, Jul 31, 2013 at 8:25 AM, Nobu Games <[email protected]> wrote:
>>
>>> I got a big problem with a game of mine and the latest version of
>>> Android. Semi-transparent pixels rendered on the OpenGL ES surface let the
>>> underlying activity shine through as following screen shot shows.
>>>
>>> This problem only appears in a new "AppGratis" promoted version of the
>>> game I just released this morning and here is the really bizarre thing:
>>> ONLY the APK downloaded from Google Play has this problem. When I install
>>> the same APK that is locally stored on my computer via adb I do not have
>>> this problem.
>>> I re-installed the Google Play version multiple times and the rendering
>>> artifact is always reproducible.
>>>
>>> It looks like Google Play alters the APK or maybe it is incorrectly
>>> installed on the device. However, I do not even know what may trigger that
>>> "shine through" effect. Any help (especially from Google) appreciated.
>>>
>>>
>>>
>>> <https://lh5.googleusercontent.com/-dHoFBBlJjUo/UfkqiTWOIAI/AAAAAAAAADc/PZDIZTdKawQ/s1600/device-2013-07-31-100411.png>
>>>
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>>>
>>>
>>>
>>
>>
>>
>> --
>> Romain Guy
>> Android framework engineer
>> [email protected]
>>
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-- 
Romain Guy
Android framework engineer
[email protected]

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