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'll try that)
http://groups.google.com/group/android-developers/browse_thread/thread/f9bbf6e25ce39b6e
http://www.mail-archive.com/[email protected]/msg38607.html
http://www.mail-archive.com/[email protected]/msg01691.html

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#setDither%28boolean%29
>
>
> 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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