OK, I'm having real issues getting setColorTransform to actually transform a colour accurately. I have an image that, if I show in the app displays a particular blue correctly. Thing is, it's a big block of blue and I have a little fill.png that I stretch and colour for things like this to limit the images used.
If I use the image itself I get the nice bright blue, if I use setColorTransform on the white fill png then I don't, I get an insipid blue. The blue in question is: #69b9ec (R: 105 G: 185 B:236). It's not the only colour I'm having problems with in this way though, but it is really obvious. This is testing in the Gideros player on a mac, although the same issues happen on a device as well.
So, is there something strange about the way setColorTransform works that causes these issues? I can't quite understand why I can't setColorTransform to get exactly the same colour as I would if I embedded the full png. Any suggestions?
Comments
Doesn't it work as expected?
setColorTransform(0.411764703,0.725490191,0.92549019,1)
It's not working as I'd expect at all.
@moopf can you attach your image while I'm testing on Mac?
edit: also is there a good color picker for Mac?
Likes: Yan
Likes: chipster123
Bitmap inherits from Sprite, so everything Sprite supports, Bitmap also supports
And if you look here, you can also see all inherited methods:
http://docs.giderosmobile.com/reference/gideros/Bitmap#Bitmap