Reputation: 2540
I managed to show an image on the screen. But when I put multiple images on top of each other, the semitransparent edges are black and it doesn't really achieve the result I was hoping for. I am using a Galaxy Note 2.
This is how it looks:
I want the tiles to be close to each other, without any black edges. I have not yet programmed any correct coordinates for the tiles so please don't mind that. The problem is the black edges which should be semi-transparent.
This is the code in the drawing method:
public void draw(GL10 gl) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glFrontFace(GL10.GL_CW);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, pIndex.length, GL10.GL_UNSIGNED_SHORT, pBuff);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
And to load the texture:
public void loadGLTexture(GL10 gl, Context context) {
Bitmap bitmap = null;
if (Math.random() > .3) {
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.tile_grass);
} else {
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.tile_sand);
}
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
Upvotes: 1
Views: 652
Reputation: 2540
Solved it, I had to add this:
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
Upvotes: 1