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? -- 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

