Thank you all for your input.
Here's the solution:

http://stuffthathappens.com/blog/2010/06/04/android-color-banding/

in short: Window.setFormat(PixelFormat.RGBA_8888); !

Cheers,

Hatch

On Nov 5, 6:10 am, Adam Hammer <[email protected]> wrote:
> Since you use it in a ImageView I do not know how to set the bitmap
> preferences.
>
> You will probably have to load the Bitmap in code, and then assign it
> to the ImageView once loaded.
> E.g.
>                         BitmapFactory.Options myOptions = new
> BitmapFactory.Options();
>                         myOptions.inDither = true;
>                         myOptions.inScaled = false;
>                         myOptions.inPreferredConfig =
> Bitmap.Config.ARGB_8888;
>                         myOptions.inDither = false;
>                         myOptions.inPurgeable = true;
>                         preparedBitmap =
> BitmapFactory.decodeResource(CTX.getResources(),
> R.drawable.myImage, myOptions);
> new line -------> MyImageView.setImageBitmap(preparedBitmap);
>
> I don't know if you can specify image loading configs in the xml for a
> ImageView.
>
> On Nov 4, 1:33 am,Hatch<[email protected]> wrote:
>
>
>
>
>
>
>
> > Great
>
> > Your reply gives me hope :)
>
> > But can you provide me with more information on how to do it ?
>
> > I have a gradient alpha png.
> > I just use it in imageView inside an XML resource.
> > I don't set the dither option (although have tried both true and false
> > options with same result)
> > And I get the bands.
>
> > Do I need to draw the image by hand, and which API must I use in that
> > case ?
>
> > Regards,
>
> >Hatch
>
> > On Nov 4, 1:19 am, Adam Hammer <[email protected]> wrote:
>
> > > It get's banded because Android automatically decodes images based on
> > > your screen, and not based on the actual image. Why decode a 2048x2048
> > > image when it's showing on a 800x480 screen. This I assume is to save
> > > cpu cycles and speed up image decoding where it normally will not have
> > > a issue.
>
> > > When you are doing compositing though it does make a difference, and
> > > you need to be specific as to how you want the image decoded.
>
> > > Like I said before, you need to manually define your options to ensure
> > > it uses ARGB_8888 when decoding the image, disable dithering and
> > > scaling.
>
> > > Do this and you will no longer have banding.
>
> > > Adam
>
> > > On Nov 2, 1:01 am,Hatch<[email protected]> wrote:
>
> > > > Yes, Thank you for your replies.
>
> > > > I have read the article but it doesn't explain why alpha enabled
> > > > resource get's banded :(
>
> > > > Is there a way to know exactly which RGB is used in the png ?
>
> > > > BTW the dither option didn't work in the XML nor in the code.
>
> > > > On Oct 30, 2:04 am, Lance Nanek <[email protected]> wrote:
>
> > > > > I saw an interesting article on avoiding this the other 
> > > > > day:http://android.nakatome.net/2010/04/bitmap-basics.html
>
> > > > > On Oct 29, 7:01 pm,Hatch<[email protected]> wrote:
>
> > > > > > Seems my original post ("ugly pngs...") somehow disappeared :(
> > > > > > nvm.
>
> > > > > > I have a problem with a png resource that has gradient fade-out 
> > > > > > alpha.
>
> > > > > > The png looks great in the emulator, but displays an artefact known 
> > > > > > as
> > > > > > "color banding" (http://en.wikipedia.org/wiki/Colour_banding)
>
> > > > > > Has anyone surpassed this issue ?
>
> > > > > > My designer wants to trop a shadow behind his icons, and that's 
> > > > > > where
> > > > > > the bands appear.
>
> > > > > > What are my options ?
>
> > > > > > Thanks
>
> > > > > >Hatch
>
> > > > > > BTW is there any way to see all my posts here on google groups ?

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