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Different outputs on PC and iPhone

PostPosted: Mar 2, 2009 @ 1:44am
by Nacho84
Hi! During the last few days I've realized that I'm getting different rendering outputs of the game when comparing the PC and iPhone versions. More precisely, I'm getting some "pinkish" pixels in the iPhone version that are not present in the PC build (this assets in particular are also used in the PocketPC QVGA version, and I'm not getting "pinkish" pixels there either).

I've prepared two workspaces (one from XCode and the other one from Visual Studio Express 2005) that reproduces my current situation. Although the code and assets are duplicated for each workspace, they are the exact same files. I've renamed the png files to "pnh" so that XCode doesn't reduce its quality before putting them on the application bundle.

Any suggestion about how to solve this would be really appreciated :)

Thanks in advance for your help!

--Nacho

PostPosted: Mar 2, 2009 @ 9:55am
by edge
Hi Nacho,

After checking your images with photoshop, it seems you're using pink shades (it probably happened after rescaling your images with anti-aliasing). We recommend scaling down your images on a black background, and then change it to pink again.

When you're transferring your game to OpenGL, it's even better to make it a transparent PNG and upload it as an RGBA texture.

PostPosted: Mar 2, 2009 @ 10:58am
by Nacho84
Hi edge,

Thanks for your prompt reply. I'm aware of those pink shades, but the artist couldn't get rid of them so that's why we came up with the idea of putting the edges.png file on top of them in order to hide them. Do you know why am I getting those pink shades in the iPhone build but not in the Windows one?

--Nacho

PostPosted: Mar 4, 2009 @ 1:57pm
by edge

PostPosted: Mar 4, 2009 @ 3:24pm
by Nacho84

PostPosted: Mar 5, 2009 @ 8:20am
by edge

PostPosted: Mar 5, 2009 @ 12:34pm
by Nacho84

PostPosted: Mar 6, 2009 @ 8:23am
by edge

PostPosted: Mar 6, 2009 @ 1:35pm
by Nacho84