[android-developers] Re: PNG transparency and OpenGL ES

2009-05-31 Thread djp
There some nice tricks that you can do with a separated alpha. For example, you can draw an object with certain parts opaque and other parts accumulated without changing blending factors. There is a similar problem on iPhone, but you can solve it by using a custom PNG decoder. But so far I was

[android-developers] Re: PNG transparency and OpenGL ES

2009-05-29 Thread Nate
Thank you both for the solution (images must be power of two dimensions) and the additional helpful information! Cheers! -Nate On May 28, 12:56 pm, Anton socialhac...@gmail.com wrote:     The ball.png that you reference above is 30x30 pixels.  As MrChaz said, you must use power of two sized

[android-developers] Re: PNG transparency and OpenGL ES

2009-05-29 Thread djp
I was wandering if you managed to load a RGBA texture without pre- multiplied alpha. I'm working with an assumption that every texture is alpha pre- multiplied, because I was unable to load a RGBA texture without pre- multiplication (on G1). I'd love to know if it's possible or not. Thanks,

[android-developers] Re: PNG transparency and OpenGL ES

2009-05-28 Thread Anton
The ball.png that you reference above is 30x30 pixels. As MrChaz said, you must use power of two sized bitmaps. Otherwise the texImage2D function will not accept your texture. It seems likely that that is what is going on here. Also, this works in the 16 bits per pixel modes as well. You