Hello,
Well I must be doing something wrong. I am setting up the texture object with:
gl.glBindTexture(GL.GL_TEXTURE_2D, textureObjects[GRASS_TEXTURE_ID]);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, textures[GRASS_TEXTURE_ID].getWidth(), textures[GRASS_TEXTURE_ID].getHeight(), 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, textures[GRASS_TEXTURE_ID].getData());
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_LINEAR);
then I set up the texture unit 1 with:
gl.glClientActiveTexture(GL.GL_TEXTURE1);
gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, texCoordBuffer);
gl.glBindTexture(GL.GL_TEXTURE_2D, textureObjects[GRASS_TEXTURE_ID]);
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_COMBINE);
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_ALPHA_SCALE, 0.5f);
Then I render with:
gl.glClientActiveTexture(GL.GL_TEXTURE1);
gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glBindTexture(GL.GL_TEXTURE_2D, textureObjects[WATER_TEXTURE_ID]);
gl.glDrawArrays(GL.GL_TRIANGLES, 0, vertexList.length/3);
But I still get no level of transparency. Anyone know what is going on?