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Alex Rivera
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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
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