I've used http://depthdither.graphest.com/ . It's a dithering photoshop plugin.

2009/11/24 Matthias <[email protected]>:
> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]>:
>>
>> > > 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 <[email protected]> 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
>>
>>
>
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