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svero

Android giving different result than IOS

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So on Mac and IOS I have some code which produces a solid color with correct alpha blending from a texture.

Specifically...


glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_BLEND);

Is used.. and...


GLfloat aColorArray[4];
aColorArray[0]=*theRGBA;theRGBA++;
aColorArray[1]=*theRGBA;theRGBA++;
aColorArray[2]=*theRGBA;theRGBA++;
aColorArray[3]=*theRGBA;theRGBA++;
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,aColorArray);

Is set elswhere. So if the color is pure white and those 2 functions are called on IOS (GL ES 1.0) then ill get white wherever the texture is solid and just blank or blended where the texture alpha is non opaque.

However the same calls on android (testing on samsung galaxy tab) yield and inverted texture instead of a solid color. I'm assuming the IOS result is correct, and it is the result I want. Why do I get a different result on android and is there a way to fix this? Is there maybe some default setting on the IOS gl that I need to explicitely set on Android? Any ideas would be appreciated.

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