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Thread: [Bug 257-6] RGB Tinting of Active Picture looks wrong on iOS device compared with PC

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    AyreGuitar's Avatar
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    [Bug 257-6] RGB Tinting of Active Picture looks wrong on iOS device compared with PC

    When RGB tinting an Active Picture that uses semi-transparent alpha loaded from a PNG, it looks wrong on the iOS device and simulator compared with on PC. I've made an example file to show the problem by using an Active that uses the same image and is RGB tinted with the same yellow colour. The Active looks the same on iOS device, simulator and PC, but the Active Picture has a grey cast to areas that are semi-transparent on iOS device and simulator (it may happen with other areas of the image, but most notable with semi-transparent alpha).

    Hopefully this can be corrected (or I'm doing something wrong!).

    Here's some screenshots to show the problem (PC and iOS):
    Attached files Attached files

  2. #2
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    Anders's Avatar
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    This bug is very difficult for me to fix without tonnes of work attempting to support a wide variety of file formats manually.

    iOS has a tendency to pre-multiply all colors with the alpha value internally when I use it's image loading routines. A low alpha value (close to transparent) will modify those areas to give darker colors.
    While it is possible to "unpremultiply" the colors again I will mean a loss of color quality and precision.

    I will see what I can do - maybe special case PNG files as the only ones I will load manually.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    Anders - Please don't spend lots of time on this, just good to know it's another limitation (and not something I'm doing wrong!). I'll use Actives instead.

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