I'm basically using the same method of loading bitmaps in OpenGL that
the SpriteMethodTest example uses and have been unable to get rid of
an annoying outline that appears around all of my images.

For example, If I were to load an image of a  white circle on a white
background, I would expect to see nothing.  Instead, I would see my
circle because its edge would be gray.  In SpriteMethodTest, I
replaced the background image with white and was able to see that the
edges of the android images flying around also don't seem to be
rendered correctly.

Does anyone know how to load images in OpenGL without having a thin
outline appear around the images?

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