title: problem loading texture with transparency with OpenGL ES and Android
body: <p>Im trying to load an image that has background transparency that will be layered over another texture. When i try and load it, all i get is a white screen. The texture is 512 by 512, and its saved in photoshop as a 24 bit PNG (standard PNG specs in the Photoshop Save for Web and Devices config window). Any idea why its not showing? The texture without transparency shows without a problem. Here is my loadTextures method:</p>
  
  <pre><code>public void loadGLTexture(GL10 gl, Context context) {
      //Get the texture from the Android resource directory
      Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1);
      Bitmap normalScheduleLines = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1n);
  
  
      //Generate texture pointers...
      gl.glGenTextures(3, textures, 0);
      //...and bind it to our array
      gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]);
      //Create Nearest Filtered Texture
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
      gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
      GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
  
      bitmap.recycle();
  
  
      //Bind our normal schedule bus map lines
      gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
      //Create Nearest Filtered Texture
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
      gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
      gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
      GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, normalScheduleLines, 0);
  
      normalScheduleLines.recycle();
  
  }
  </code></pre>