I'm new to OpenGL.

In one of my apps, I'm trying to load a transparent png as texture of
a large surface.
It was fine when I use GL_LINEAR or GL_NEAREST for both
GL_TEXTURE_MAG_FILTER and GL_TEXTURE_MIN_FILTER, but after I change
the GL_TEXTURE_MIN_FILTER to GL_LINEAR_MIPMAP_NEAREST and then
manually generate the multiple levels of the texture, the entire
surface became all white.
Then I tried the same procedure with another png that is opaque, it
worked fine.

So my question is, is transparent mip-map supported by current OpenGL
implementation in Android platform? Or did I do something wrong in my
code?

BTW I'm using a moto milestone that runs 2.1 update1 as test device.

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