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);
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