I use a texture as a sprite map (it will be a font in the end).
My code work OK in java mode but in Android mode I lose the alpha so I get some black filled part instead of tansparency.
code is like this:
fonte_img = loadImage("fonte3.gif"); // same with a png
...
main assignment loop (c is the char number done in a for loop):
fontShape[c] = createShape();
fontShape[c].noFill();
fontShape[c].noStroke();
fontShape[c].translate(0,0,1); // I had to add this to avoid my background masking these shapes => this is another bug (Z sorting is OK in JAVA and not in Android mode)