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. -- 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 To unsubscribe, reply using "remove me" as the subject.

