Open tokengamedev opened 4 days ago
Yeah, sometimes it's painful to look at it because of the saturation.
Yeah it's a bit of an eyesore on dark backgrounds, I agree.
This is a simple fix we can look at pushing in with the 4.3 stable PR we're working on rn
An alternative technique would be to reduce the opacity of the image, so that it effectively always has less contrast with its bg
just to add info, I have done this desaturation of image under sRGB color space (in Figma) since it is a Gradient. I do not know how SVG is converted to Image under (meaning which color space). Ideally, I would like to have it in OKLab color space. I will check it out sometime later, but that will be a different issue/enhancement altogether
just to add info, I have done this desaturation of image under sRGB color space (in Figma) since it is a Gradient. I do not know how SVG is converted to Image under (meaning which color space). Ideally, I would like to have it in OKLab color space. I will check it out sometime later, but that will be a different issue/enhancement altogether
The primary issue is that Godot's CI pipeline despises SVG changes and its a nightmare. We've been talking about improving that pipeline, but its a lower priority atm. We'll definitely keep an eye on this soon, so don't let us forget about this after we settle out the 4.3 rebrand. Hop in the dev chat sometime too, you do a lot of work in the background that's good.
Tested versions
4.4
System information
Windows 11
Issue description
In case of darker backgrounds like in task bar or other places it looks odd and hurts the eye, but in white background it looks ok e.g., in windows startup compared to other red logos
the way to handle this without impacting hue is by reducing the saturation of colors. currently the saturation is at 100%, it can be reduced by ~20%
The example given below is for comparison of various saturation values
If any other technique known, it can be applied too.
Steps to reproduce
icons in editor
Minimal reproduction project (MRP)
N.A