And then have display correctly? An example would be having a round ball in a rectangle while being able to see another texture in the background.
edit: At the moment, when I load the texture the transparent pixels from the source image are displayed as black.
For iPhone and N95 this works:
If you are loading texture from raw data, set internal and source format to GL_RGBA.
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA,
textureWidth,
textureHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
pointerToPixels);
And when rendering, enable alpha blend:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
The answer provided by @Virne is correct, and I was able to use it for Android devices with a few small modifications. The myImage
object I used is a standard .png image with transparency.
I created the texture using this:
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, myImage, 0);
And (like Virne), I enabled alpha blend when rendering:
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_BLEND);
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