I do set :
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);
I also use GLUtils to load the texture:
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
My drawing is as straightforward as it gets. I'm not even using VBO's. I create a quad, map a color buffer using the given array (obviously along with a texture and vert buffer)
Using java Syntax Highlighting
- float colors[] = new float[] {
- 1.0f,1.0f,1.0f, alpha,
- 1.0f,1.0f,1.0f, alpha,
- 1.0f,1.0f,1.0f, alpha,
- 1.0f,1.0f,1.0f, alpha,
- };
Parsed in 0.029 seconds, using GeSHi 1.0.8.4
and do a basic draw:
Using java Syntax Highlighting
- //Enable the vertex and texture state
- gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
- gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
- gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
- //Draw the vertices as triangles, based on the Index Buffer information
- gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);
Parsed in 0.031 seconds, using GeSHi 1.0.8.4
The texture appears on the screen, but without any of the alpha as I wanted it. It looks just I drew it using using drawTexture or something.
Is there something I'm missing here? Could this possibly be my issue http://groups.google.com/group/android- ... 3e63f82fca
Any help would be much appreciated. Thanks.


