After trying out various combinations for the glBlendFunc, I’ve noticed that most of them have no effect on my phone (HTC Desire) while they work just fine in the emulator. On the phone, only 0+1, 1+0, 1+1 have any visible effect, while all other combinations seem to be ignored. Is this a hardware limitation?
P.S. I’m running my tests on Android 2.2, using Java.
For anyone who might be having the same problem: use the openGL constants (GL10.GL_SRC_COLOR, GL10.GL_DST_COLOR) as arguments, and don’t assume that they are mapped to the same actual values on all devices.