I forgot an interesting tid bit of information. There is not issue/ difference on the emulator when i use or dont use the alpha channel. the issue only occurs on the actual phone
On Apr 25, 4:54 pm, William <[email protected]> wrote: > Ok, so I wanted to create a transparent activity where I draw some > cubes on the screen. Well I initially was developing with the default > settings where > g.getHolder().setFormat(PixelFormat.RGBA_8888); > my view in a real narrow scope see below code for sample. > > when not setting a alpha channel. it works as expected. > > when using > g.getHolder().setFormat(PixelFormat.RGBA_8888); > it causes me to zoom way out where my objects are really really small > like 1/80th the screen AND i end up with dual view. where the screen > is divided evenly in two where the objects are drawn two times in each > view. > > whats going on? > > CODE... > > //i write directly to my actvitiy my surface view not using a > layout.xml file > g =new MySurfaceView(this,this.ballContext); > g.setFocusable(true); > v = g; > setContentView((View)v); > // Use a surface format with an Alpha channel: > g.getHolder().setFormat(PixelFormat.RGBA_8888); > > when i glu my look at > GLU.gluLookAt(gl, 0, 0, 3,0,0,0, 0,1,0); > > and my objects get drawn at a -7 depth into the screen. so not very > far away. they are maybe 1/8 the screen when not using the alpha > format > float zOffset = -7.0f; > > initial gl set up > gl.glEnable(GL10.GL_LIGHTING); > gl.glEnable(GL10.GL_LIGHT0); > gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, > matAmbient, > 0); > gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, > matDiffuse, > 0); > > gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, > 0); > gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, > 0); > gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0); > > gl.glEnable(GL10.GL_DEPTH_TEST); > gl.glDepthFunc(GL10.GL_LEQUAL); > > gl.glEnable(GL10.GL_TEXTURE_2D); > > gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); > gl.glClearDepthf(1.0f); > > gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff); > gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); > gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff); > gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); > > gl.glEnable(GL10.GL_CULL_FACE); > gl.glShadeModel(GL10.GL_SMOOTH); --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

