I am just learning to work with OpenGL ES 2.0 for Android. I have been trying to simply display a texture on the middle of the screen, which was easy enough, but I cannot seem to get the PNG alpha to work properly. The image will either show with a black background, or the entire image will be blended into the background color slightly, depending on the settings I use.
The actual tutorials I have followed to get to this point never worked with transparency, so I have tried to work in code I have found by searching around, and likely have just missed one important step. I have searched quite a lot to figure this problem out though, and I have not seen any answers that had something my setup does not. I have tried every combination of glBlendFunc and what not with no luck.
I figured if I tried to paste in all of the code that may be related to this, the question would seem very bloated, so I will be happy to post any bits of code you guys ask for. I'd greatly appreciate any ideas for what I should try next.
EDIT :: Here is my fragment shader, which is what I believe to be the cause. This is the only part that I have never really found a decent example for working with transparency, and everything else matches what I have seen elsewhere.
final String fragmentShader =
"precision mediump float; \n"
+ "varying vec2 v_Color; \n"
+ "uniform sampler2D s_baseMap; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 baseColor; \n"
+ " baseColor = texture2D( s_baseMap, v_Color ); \n"
+ " gl_FragColor = baseColor; \n"
+ "} \n";
It never does anything with the alpha explicitly, it is from an example that doesn't use it after all, but I still don't know much about fragment shaders and bec