Open GoogleCodeExporter opened 9 years ago
Hi,
Was this on iOS or other targets? iOS has done some odd stuff with
pre-multiplying in the past.
Hugh
Original comment by gameh...@gmail.com
on 17 Jan 2012 at 12:22
It happens in all targets for me.
Original comment by philippe...@gmail.com
on 17 Jan 2012 at 1:03
Hi,
I have had a look and I can't really see the effect. Using the tiles directly:
class Test
{
public static function main()
{
var sprite = new nme.display.Sprite();
nme.Lib.current.addChild(sprite);
var gfx = sprite.graphics;
gfx.beginFill(0x20f0f0a0,0.25);
gfx.drawRect(10,10,200,50);
var bmp = new nme.display.BitmapData(64,128,true,
#if neko { rgb:0xf0f0a0, a:0x40 } #else 0x20f0f0a0 #end );
var tilesheet = new nme.display.Tilesheet(bmp);
tilesheet.addTileRect( new nme.geom.Rectangle(0,0,64,128) );
gfx.drawTiles(tilesheet,[0.0,0.0,0.0],true,0);
}
}
The levels look correct, so I suspect the PNG. I tried the gm2d particle
sample with a light background and reduced alpha on the png, but could really
say - but it seemed ok. Perhaps a sample?
Original comment by gameh...@gmail.com
on 31 Jan 2012 at 11:37
You're right apparently, it seems to be an artifact due to tiles'
scale - blurring the edges make them look ok when reduced.
Well it looks right in cpp/win but I can't compile NME svn for Android atm.
Original comment by philippe...@gmail.com
on 31 Jan 2012 at 5:03
Original issue reported on code.google.com by
philippe...@gmail.com
on 16 Jan 2012 at 10:06