The problem: poor texture quality in android app written with Andengine(wraps opengl), especially on gradients which appear as steps in few colours. Problem occurs on real and virtual device
Settings: default texture, fullscreen, native resolution, android 2.2. I have tried to enforce PixelFromat with:
public void onAttachedToWindow() {
super.onAttachedToWindow();
Window window = getWindow();
window.setFormat(PixelFormat.RGBA_8888);
}
Haven't made any difference.
Commenting line:
GLHelper.disableDither(pGL);
helped a little with textures, but made particles look bad, so a guess it is not the source of problem.
Example loading code:
public static void loadResources(StreamgameActivity game) {
magnetTexture = new BitmapTextureAtlas(512, 512, TextureOptions.BILINEAR);
magnetTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(magnetTexture, game,"bateria128CMatte_none.png", 0, 0);
game.getEngine().getTextureManager().loadTexture(magnetTexture);
}
Andengine seems to use be default 16bit rendering mode. To change that I have done:
this.mRenderSurfaceView = new RenderSurfaceView(this);
mRenderSurfaceView.setEGLConfigChooser(8,8,8,8,0,0);//!!
mRenderSurfaceView.setRenderer(mEngine);
mRenderSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);//!!
in onSetContentView
method.