I got a big problem with a game of mine and the latest version of Android.
Semi-transparent pixels rendered on the OpenGL ES surface let the
underlying activity shine through as following screen shot shows.
This problem only appears in a new AppGratis promoted version of the game
I just
Is your SurfaceView marked with the transparent pixel format? If so, what
you are seeing would be expected. If your SurfaceView is opaque then you
*must* draw every pixel opaque on screen.
On Wed, Jul 31, 2013 at 8:25 AM, Nobu Games dev.nobu.ga...@gmail.comwrote:
I got a big problem with a
Hi Romain,
thanks for your reply. It seems I do not understand the surface view
initialization for making the alpha channel within OpenGL ES work. I set up
the surface view with:
glSurfaceView.getHolder().setFormat(PixelFormat.RGBA_);
The game is already out with that surface view setup
glSurfaceView.getHolder().setFormat(PixelFormat.RGBA_);
This gives you a translucent surface, which means that any pixel that is
not drawn completely opaque will be blended with whatever window is behind
your app. It will affect your performance btw.
Should I change the surface view
Thanks for the explanation
On Wednesday, July 31, 2013 12:52:14 PM UTC-5, Romain Guy (Google) wrote:
glSurfaceView.getHolder().setFormat(PixelFormat.RGBA_);
This gives you a translucent surface, which means that any pixel that is
not drawn completely opaque will be blended with
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