how did you do the pre-dithering? our designer created a host of images with dithering enabled, but it didn't have any effect. The artifacts would only disappear when setting setDither(true) on EVERY SINGLE drawable having a gradient.
This seems like a major framework fail... 16Bit graphics? It's 2009, I'd sort of expect better image rendering than that of Window 3.11. On Oct 30, 3:55 am, Ian <iangm...@gmail.com> wrote: > The pre-dithering of the images worked fine (I've had to download a > dithering plugin to photoshop). > > On Oct 29, 3:52 pm, Ian Guedes Maia <iangm...@gmail.com> wrote: > > > Thanks. I've checked it and the optimization do not affect the colors > > the way that is shown on the emulator/device. I've tried to define a > > proxy XML for the PNG and set its dither to true, but it didn't > > worked. I'll try to change the png image settings on photoshop or > > something. > > > I've found some previous discussion on the subject, but nothing > > conclusive i > > guess:http://osdir.com/ml/AndroidBeginners/2009-06/msg00017.html(I'lltry > > that)http://groups.google.com/group/android-developers/browse_thread/threa...... > > > 2009/10/29 webmonkey <webmonke...@gmail.com>: > > > > To do a true comparison of what the PNG is like after 'optimization' > > > take it out of the final APK, it is just a zip archive. > > > > The banding artifacts you see are because the device and the emulator > > > are displaying in 16-bit 565 pixel format, they can't display all the > > > colors. Have you tried painting the image with Paint.setDither(true) > > > turned on: > > > >http://developer.android.com/reference/android/graphics/Paint.html#se... > > > > On Oct 28, 9:20 pm, Ian <iangm...@gmail.com> wrote: > > >> Hi all, > > > >> I've noticed that the PNGs of my application with some gradients > > >> effects looked terribly bad at the device (a Samsung Galaxy) and at > > >> the emulator, and I've found the following note at the documentation > > >> (http://developer.android.com/guide/topics/graphics/2d- > > >> graphics.html): > > > >> "Note: Image resources placed in res/drawable/ may be automatically > > >> optimized with lossless image compression by the aapt tool. For > > >> example, a true-color PNG that does not require more than 256 colors > > >> may be converted to an 8-bit PNG with a color palette. This will > > >> result in an image of equal quality but which requires less memory. So > > >> be aware that the image binaries placed in this directory can change > > >> during the build. If you plan on reading an image as a bit stream in > > >> order to convert it to a bitmap, put your images in the res/raw/ > > >> folder instead, where they will not be optimized." > > > >> I've tried the res/raw suggestion, but it didn't worked. > > > >> I've tried to use the image as JPEG as a workaround, but I couldn't > > >> use 9-patch. > > > >> I've uploaded a comparison between the original png and the > > >> "optimized" png that is shown on the emulator or > > >> devices:http://www.weka.com.br/temp/img/comparison.jpg > > > >> One workaround would be put the images at /assets/ and manually load > > >> and set the image on the ImageViews, but it requires a lot of code > > >> changes. > > > >> Any ideas? Is there any way to disable this optimization? > > > >> Thanks in advance, > > >> Ian > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en