I am drawing some textures with alpha channel, but when they are displayed it looks like the alpha channel is only binary. So a pixel is either transparent or opaque, although开发者_运维百科 in the texture file itself the pixel is half-transparent. The blending is set up like this:
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
Is there a workaround for this problem?
The above shows how it should be like, and the below shows how it is:
Try this:
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_ALPHA_BITS);
//draw...
gl.glDisable(GL10.GL_ALPHA_BITS);
It seems like it's using alpha testing instead of alpha blending, which would explain the thresholding behaviour. Although it isn't enabled by default, it might be worth to try:
gl.glDisable(GL10.GL_ALPHA_TEST);
What surface format are you using for your GLSurfaceView? Is it a translucent (not transparent) format?
surfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
Also the EGL settings must have alpha support set. This will give you the best of quality...
surfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
Edit: Another thought is that perhaps you didn't upload the image to OpenGL in a translucent format with glTexImage2D?
Are you storing the PNG to a GL texture that only has 1 bit of alpha, such as 16-bit 5-5-5-1 format? This would cause the behavior above.
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