I haven't had a chance to investigate this yet. Kjells suggestion sound ok, and it may not even be needed to save/restore the blend state at all. It depends on where it is used.
@ats: have you found a workaround for now so you are not stuck on this issue?
One in two BitmapFont lose transparency on Android
Moderator: Moderators
Re: One in two BitmapFont lose transparency on Android
Hej Ville,
K
Saving & restoring the blend state in RenderText.Execute isn't needed no, but since you haven't implemented attribute masking in fakePushAttrib it happens anyway .. so that might be another thing to look at.
K
Re: One in two BitmapFont lose transparency on Android
After a lot of tries, I didn't find a work around other than compiling with only glEnable(GL_BLEND);
But I've found some other weird things like that one on Android. Such as inverted polygons. Maybe related to that. Maybe not. I'll try to make a short example out of that tomorrow.
But I've found some other weird things like that one on Android. Such as inverted polygons. Maybe related to that. Maybe not. I'll try to make a short example out of that tomorrow.