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Home/ Questions/Q 6663965
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T02:33:27+00:00 2026-05-26T02:33:27+00:00

The problem: poor texture quality in android app written with Andengine(wraps opengl), especially on

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The problem: poor texture quality in android app written with Andengine(wraps opengl), especially on gradients which appear as steps in few colours. Problem occurs on real and virtual device

Settings: default texture, fullscreen, native resolution, android 2.2.
I have tried to enforce PixelFromat with:

public void onAttachedToWindow() {
    super.onAttachedToWindow();
    Window window = getWindow();
    window.setFormat(PixelFormat.RGBA_8888);
}

Haven’t made any difference.

Commenting line:
GLHelper.disableDither(pGL); helped a little with textures, but made particles look bad, so a guess it is not the source of problem.

Example loading code:

public static void loadResources(StreamgameActivity game) {
    magnetTexture = new BitmapTextureAtlas(512, 512, TextureOptions.BILINEAR);
    magnetTextureRegion = BitmapTextureAtlasTextureRegionFactory
       .createFromAsset(magnetTexture, game,"bateria128CMatte_none.png", 0, 0);
    game.getEngine().getTextureManager().loadTexture(magnetTexture);
}
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  1. Editorial Team
    Editorial Team
    2026-05-26T02:33:28+00:00Added an answer on May 26, 2026 at 2:33 am

    Andengine seems to use be default 16bit rendering mode. To change that I have done:

    this.mRenderSurfaceView = new RenderSurfaceView(this);
    mRenderSurfaceView.setEGLConfigChooser(8,8,8,8,0,0);//!!
    mRenderSurfaceView.setRenderer(mEngine);
    mRenderSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);//!!
    

    in onSetContentView method.

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