** Changed in: ayatana-design
Status: In Progress => Fix Released
** Changed in: ayatana-design
Status: Fix Released => Fix Committed
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https://bugs.launchpad.net/bugs/865239
Title:
Background colorization should use a different heuristic
Status in Ayatana Design:
Fix Committed
Status in Unity:
Fix Released
Status in “unity” package in Ubuntu:
Fix Released
Bug description:
NEW ITERATION:
What is currently defective by design is the way unity is put on top of the
background windows. It's a simple colored layer placed above stuff, with some
nice blur to makes things more readable but it carries all the issues of
washing out the resultant color of the dash, making it less crisp and vibrant.
A nice trick is to play with the underlying background windows (the
damage area/pixmap taken from Compiz), blend them with colors, and
place the resultant below the dash.
The steps are these:
1) Take the underlying pixmap
2) Blend this pixmap with a tweaked average color using OVERLAY operator
3) Blur the pixmap (as we currently do)
4) Put this new obtained pixmap below the dash
5) At this point, the dash could be just a solid dark layer even with a lower
opacity
We might tweak the steps further, but the essential bits will remain
the same because what will make the big difference is the blending
described in step 2, that we are not doing now.
~~~
ORIGINAL BUG (FIXED Cimi):
The background of the BFB, Workspace Switcher, Lens, and Trash launcher icons
tiles need to use a higher saturation of the average background colour of the
wallpaper.
Currently the colour is not as prominent as shown in the design,
compare the attached image "unity_desktop_24_06_11_02.png" to the
current implementation (when using the default wallpaper). In the
exact visual effect we are trying to achieve the colour takes on much
more prominence.
Desired resolution:
- Increase the colour saturation in the BFB, Workspace Switcher, Lens, and
Trash launcher icons
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