Open GL Es 1.x On ios/mac the following... glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,aColorArray); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_BLEND); 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?