Hi, I'm developing a 3D game and I've encounter a problem on texture,
and I've done a expemeriment using Nehe's Android ports lesson 6, and
the probelm is still there:
According to the OpenGL ES 1.0 Specification, if you set gltexenv
using GL_DECALfor RGB internal format, the result should be( V for
result, t for texture, f for fragment color)
Cv = Ct
Av = Af
and if I first call glColor4f(1.0, 1.0, 1.0, 0.5), then maybe draw a
standard cube like in the api demo using a proper RGB texture, I
expect the glColor value won't influence the cube except in Alpha
channel, but the resulting image is darker than the one with glCOlor4f
(1.0,1.0,1.0, 1.0), I found out that  the Cv = Ct case didn't hold in
my situation, while the Av = Af still holds.


I've tested it on my G1 with 1.5, and the sdk is 1.5-r3 the following
is some key modifications to Nehe's source code:
<code>
in Run Activity
glSurface.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
glSurface.setRenderer(new Lesson06(this));
glSurface.getHolder().setFormat(PixelFormat.RGBA_8888);
...
...
in onSurfaceCreated:
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_DECAL);

in loadGlTexture:
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, bitmap, 0);

the image I use is not the orginal one, since the original nehe.bmp is
of ARGB_8888, I use a png file which is of RGB_565


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