Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8992801
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 15, 20262026-06-15T23:02:36+00:00 2026-06-15T23:02:36+00:00

Overview I am building an android app that uses a GLSurfaceView. I have two

  • 0

Overview

I am building an android app that uses a GLSurfaceView. I have two devices, a Motorola Xyboard 10″ and a Samsung Galaxy SIII. When I run my application on my Xyboard I get transparency but when I run the same application on my Samsung Galaxy SIII, the objects are not rendered with transparency.

Code

Below is my render function I am using. One thing to keep in mind is that all my textures are square power of 2s and are not located in the drawable-ldpi folder, but the res/raw folder to prevent Android from changing the size.

@Override
public void draw(GL10 gl)
{
    super.draw(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glEnable(GL10.GL_ALPHA_TEST);
    gl.glAlphaFunc(GL10.GL_GREATER, 0.0f);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,textureBuffer);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID);

    gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
    gl.glEnable(GL10.GL_BLEND);

    gl.glFrontFace(GL10.GL_CCW);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glCullFace(GL10.GL_BACK);
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);

    gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_SHORT, indexBuffer);
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glDisable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_ALPHA_TEST);
    gl.glDisable(GL10.GL_TEXTURE_2D);   
}

Other Consideration

One other thing to note is that transparency when I am rendering 3D objects works, but when I set up the projection for 2D is when transparency stops working. This is the method I call before I render in 2D.

private void prepare2Ddrawing(GL10 gl)
{   
    gl.glDisable(GL10.GL_LIGHT0);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glLoadIdentity();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    GLU.gluOrtho2D(gl,0,getWidth(), getHeight(),0);
    gl.glMatrixMode(GL10.GL_MODELVIEW);     
    gl.glLoadIdentity();
}
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-15T23:02:37+00:00Added an answer on June 15, 2026 at 11:02 pm

    According to this website the SIII has a Mali-400MP GPU. And according to this wikipedia page, the mali-400mp supports opengl version 1.1 & 2.0. The only thing I can think of is something you are using is not supported by opengl 2.0 and lower.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I was looking into building an android app that utilizes the Spotify API but
Overview I have an iOS app which sends local notifications at specific dates. I
Overview: I have an advancedDataGrid that I am using a GroupingCollection on and I
I'm building a Rails app that needs to connect to a custom TCP data
Overview I am working on building a Kynetx ruleset that will find a bunch
Overview: I have two text boxes at the top of this form for inputting
I have written a C# 4.0 Windows Forms Application that creates two panels which
Overview. I have a Windows Service written in C# .NET 4.0 that is hooking
Overview: I have an array of 20 byte strings that needs to be stored
I'm building a web app that displays a list of customers in a table.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.