I don't need the invite, but I did run into something similar on an
OpenGL project I'm working on. One of my textures faded out to
transparent on one side. A row of pixels that were partially
transparent there were getting rendered darker than they should.
Fortunately for me I only ever draw that texture on one color
background anyway, so was able to just ditch the transparency for a
quick fix.

Anyway, looking into it a bit more, maybe it was an issue with
premultiplied alpha as per this post:
http://groups.google.com/group/android-developers/msg/08ef8d0318ce512b

It does mention a symptom being "dark halos around all of your
sprites". Might be worth trying the quick change to the
glBlendFunction arguments.

On Nov 4, 7:30 am, abowman <[email protected]> wrote:
> If you can solve my problem, I'll send you a Google Wave invite.  :)
>
> On Nov 2, 6:39 am, abowman <[email protected]> wrote:
>
> > I'm basically using the same method of loading bitmaps inOpenGLthat
> > 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 inOpenGLwithout having a thin
> > outline appear around the images?

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