Open GL Es 1.x

On ios/mac the following...

glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,aCo lorArray);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_BL END);

gives me back a solid color for the color passed into glTexEnvf. The same calls
on android devices are giving me a weird negative image blending of the
texture color. It almost seems from the docs like the ios stuff is giving the wrong result
but maybe I'm misreading. Is there a way to get the solid color blended with the alpha consistently. Am I maybe doing something wrong or different on android that's causing the different result. Anyone have a clue about this?