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'll try 
> that)http://groups.google.com/group/android-developers/browse_thread/threa...http://www.mail-archive.com/[email protected]/msg38...http://www.mail-archive.com/[email protected]/msg01...
>
> 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
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to