I forgot an interesting tid bit of information. There is not issue/
difference on the emulator when i use or dont use the alpha channel.
the issue only occurs on the actual phone
On Apr 25, 4:54 pm, William wrote:
> Ok, so I wanted to create a transparent activity where I draw some
> cubes on the screen. Well I initially was developing with the default
> settings where
> g.getHolder().setFormat(PixelFormat.RGBA_);
> my view in a real narrow scope see below code for sample.
>
> when not setting a alpha channel. it works as expected.
>
> when using
> g.getHolder().setFormat(PixelFormat.RGBA_);
> it causes me to zoom way out where my objects are really really small
> like 1/80th the screen AND i end up with dual view. where the screen
> is divided evenly in two where the objects are drawn two times in each
> view.
>
> whats going on?
>
> CODE...
>
> //i write directly to my actvitiy my surface view not using a
> layout.xml file
> g =new MySurfaceView(this,this.ballContext);
> g.setFocusable(true);
> v = g;
> setContentView((View)v);
> // Use a surface format with an Alpha channel:
> g.getHolder().setFormat(PixelFormat.RGBA_);
>
> when i glu my look at
> GLU.gluLookAt(gl, 0, 0, 3,0,0,0, 0,1,0);
>
> and my objects get drawn at a -7 depth into the screen. so not very
> far away. they are maybe 1/8 the screen when not using the alpha
> format
> float zOffset = -7.0f;
>
> initial gl set up
> gl.glEnable(GL10.GL_LIGHTING);
> gl.glEnable(GL10.GL_LIGHT0);
> gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT,
> matAmbient,
> 0);
> gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE,
> matDiffuse,
> 0);
>
> gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient,
> 0);
> gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse,
> 0);
> gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0);
>
> gl.glEnable(GL10.GL_DEPTH_TEST);
> gl.glDepthFunc(GL10.GL_LEQUAL);
>
> gl.glEnable(GL10.GL_TEXTURE_2D);
>
> gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
> gl.glClearDepthf(1.0f);
>
> gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff);
> gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
> gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff);
> gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
>
> gl.glEnable(GL10.GL_CULL_FACE);
> gl.glShadeModel(GL10.GL_SMOOTH);
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