Dro Here I have a problem with some edges. The case - png image has only white pixels, but sparrow draw it with little bit of gray. I can't understand this. Happens on real iphone only (ios7). iPad surprisingly works fine. Also everything's good on simulator. here's an example http://pix.academ.org/img/2013/10/26/b7cdcd5b7d289ab19233158af0f4bd73.png arrow - cross - circle. look closely. it happens even on bitmap text fields I was using not the last but recent Sparrow rolled back to 2.0.1 - same problem
Daniel That's definitely some premultiplied-alpha problem. (Xcode preprocesses the PNGs by multiplying the alpha value into the RGB values.) On devices, does this only happen on iOS 7, or also on other iOS versions?
Dro for now I can see this only on real iphone 5 ios7 (7.0.3) all good on ipad ios 6, ipod 5 ios 6, simulator any os and on iphone 4 ios7 (version to be determined) Is it possible to prevent such changes for all 7.x.x versions? or they still changing a lot? Xcode 5.0.1 Mavericks Dev Preview
Daniel 7.0.2 works, but 7.0.3 doesn't? *sigh*. What is it with that crappy GLKTextureLoader class?! Could you upload a sample graphic somewhere? Then I'll see what I can do.
Dro yes. this is from atlas https://www.dropbox.com/s/o9xfnj8f6jago8j/lm%402x.png https://www.dropbox.com/s/gom436l8hkuawvq/lm%402x.xml atlas is entirely white. I use color property in Sparrow. the arrow is "menu-zen-arrow" I actually CAN see this problem in Imbrium on same device. But it's not so noticeable.
jbernabeu I have the same problem with iPad 3 in iOs 7.0.3. Everything was working great before update ... The same image before and after update in the same iPad 3 http://pix.academ.org/img/2013/10/26/82e71ed11169f6776913c6fe697941fc.png I hope this will help you ...
aowenb I think the problem is with the expectedPmaValueForFile method in SPTexture. Perhaps XCode no longer pre-processes png files in the root directory for ios 7.0.3? As a temporary fix, I forced pma to be false in the optionsForPath method in SPTexture BOOL usePma = false;//pma && [self expectedPmaValueForFile:path];
Daniel I'll probably dump GLKTextureLoader to get rid of those problems. Give me a little time, then this should be solved.
TTStu Ooh ouch, another one here waiting for a fix! I think I've been lucky with my choice of colours that I got away with this. Thanks for the work around aowenb, it works! Can anyone think of a *negative* effect of using the BOOL usePma fix?
Jonkel Breaks the premultiplied alpha in simulator if you hard set it to false, and according to the comments in the function assets in the root folder could have issues with it? I changed aowenb's code to BOOL usePma = pma;//pma && [self expectedPmaValueForFile:path]; and I haven't seen any issues so far (including the simulator) and he hasn't complained about it so. 😛
Dro For me it's still not fixed on simulator and also 7.0.3 works fine with this but 7.0.2 - has white edges.
Dro BOOL usePma = false works on 7.0.3. white borders on 7.0.2 and simulator BOOL usePma = pma black borders on 7.0.3. has not yet been tested in other cases but for me it's broken 🙈
hcabral Dro, you're right, the simulator is still broken with the work around. =/ Couldn't test an actual device with 7.0.2 yet, any feedback?
TTStu Ah cool, I wondered if it would magically revert again, some sneaky way of breaking 2d engines and pushing developer towards sprite kit 😉