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 --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

