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 -~----------~----~----~----~------~----~------~--~---

