Reputation: 3946
I am building an android app that uses a GLSurfaceView. I have two devices, a Motorola Xyboard 10" and a Samsung Galaxy SIII. When I run my application on my Xyboard I get transparency but when I run the same application on my Samsung Galaxy SIII, the objects are not rendered with transparency.
Below is my render function I am using. One thing to keep in mind is that all my textures are square power of 2s and are not located in the drawable-ldpi folder, but the res/raw folder to prevent Android from changing the size.
@Override
public void draw(GL10 gl)
{
super.draw(gl);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_ALPHA_TEST);
gl.glAlphaFunc(GL10.GL_GREATER, 0.0f);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,textureBuffer);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID);
gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_BLEND);
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_CULL_FACE);
gl.glDisable(GL10.GL_ALPHA_TEST);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
One other thing to note is that transparency when I am rendering 3D objects works, but when I set up the projection for 2D is when transparency stops working. This is the method I call before I render in 2D.
private void prepare2Ddrawing(GL10 gl)
{
gl.glDisable(GL10.GL_LIGHT0);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glLoadIdentity();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl,0,getWidth(), getHeight(),0);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
Upvotes: 1
Views: 451