*bump*

I'm encountering this problem on my G1, but not in the emulator.  Any
news on this front?


On Jan 21, 4:03 pm, Patrick <[email protected]> wrote:
> I'm writing some 3D rendering code, having started from the API demos
> to get the SurfaceHolder and openGL initialization/refresh logic. The
> actual rendering after that is not a problem.
>
> However, it seems that openGL does not create a surface properly. You
> can see the problem in the API demo. Both the GLSurfaceView and
> Translucent GLSurfaceView demos use the same Cube class to draw the
> mesh, and so have the same color. But the result on screen has
> inverted color channels in the translucent case.
>
> To make it obvious, change the colors in the Cube.java color array to
> be 0x10000, 0, 0, 0x10000 on each line. In the non-translucent demo,
> the cube will appear red. In the translucent demo, it will show blue.
>
> If the format set on the SurfaceHolder does not match the one
> requested from openGL, it's obvious the phone does not do any
> conversion, and simply copies the bits to the surface. That's
> expected, except there seems to be no way to define them to be the
> same if we want better then 565 quality.
>
> The non-translucent demo uses a RGB 565 format, whereas the
> translucent one uses RGBA 8888. But it seems open GL creates a BGRA
> 8888 instead.
>
> Am I missing a call somewhere to specify the channel order?
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