When Game Maker reads a specific color, for example, the color red, it returns the result in Decimal for the color blue. I noticed that it read the code backwards, if the color had RGB (255, 145, 87), it read as RGB (87, 145, 255) and the same goes for HEX, for example, for a HEX (FF 91 57) it was read as (57 91 FF).
Steps To Reproduce
var surface = surface_create(sprite_get_width(spr_map),sprite_get_height(spr_map))
for (var i = 0; i < sprite_get_width(spr_map); i++) {
for (var j = 0; j < sprite_get_height(spr_map); j++) {
var pixel_color = surface_getpixel(surface, i, j)
show_debug_message(pixel_color)
}
}
Which version of GameMaker are you reporting this issue for?
IDE v2024.6.2.162 Runtime v2024.4.1.201
Which operating system(s) are you seeing the problem on?
Should verify there aren't an odd number of flips, and ensure the documentation is updated to state that this will be platform dependent on what order is stored.
Description
When Game Maker reads a specific color, for example, the color red, it returns the result in Decimal for the color blue. I noticed that it read the code backwards, if the color had RGB (255, 145, 87), it read as RGB (87, 145, 255) and the same goes for HEX, for example, for a HEX (FF 91 57) it was read as (57 91 FF).
Steps To Reproduce
var surface = surface_create(sprite_get_width(spr_map),sprite_get_height(spr_map))
surface_set_target(surface) draw_sprite(spr_map, result, 0, 0) surface_reset_target()
for (var i = 0; i < sprite_get_width(spr_map); i++) { for (var j = 0; j < sprite_get_height(spr_map); j++) { var pixel_color = surface_getpixel(surface, i, j) show_debug_message(pixel_color) } }
Which version of GameMaker are you reporting this issue for?
IDE v2024.6.2.162 Runtime v2024.4.1.201
Which operating system(s) are you seeing the problem on?
Windows 10.0.19045.0
4f663b8e-8171-4e63-b897-22971730c5f1