SDL2 and Mac OSX Mavericks or XCode 5

Hi,

I have a game with the latest SDL2 and SDL2_image and Mac OSX Mavericks -
XCode 5.
I load 32 bit PNG images with alpha and I get minor color differences.
Eg: if I load a 32bit alpha, png (via IMG_Load():wink: with red (with the
colors: R=165,G=24,B=30 made with photoshop) and load it into a surface
and then OpenGL via ‘glTexImage2D’ it works but I get a red with small
differences: (R=166,G=32,B=36).
The same code worked ok when compiled in the same PC before update: a Mac
OSX 10.8 machine with XCode 4.X.

Any ideas?

Thanks
Giorgos

Did Photoshop save a gamma adjustment, and did your PNG loader apply the adjustment?On 12/06/2013 10:04 AM, Giorgos Sarris wrote:

Hi,

I have a game with the latest SDL2 and SDL2_image and Mac OSX Mavericks - XCode 5.
I load 32 bit PNG images with alpha and I get minor color differences.
Eg: if I load a 32bit alpha, png (via IMG_Load():wink: with red (with the colors:
R=165,G=24,B=30 made with photoshop) and load it into a surface and then OpenGL
via ‘glTexImage2D’ it works but I get a red with small differences:
(R=166,G=32,B=36).
The same code worked ok when compiled in the same PC before update: a Mac OSX
10.8 machine with XCode 4.X.

Any ideas?

Thanks
Giorgos


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The same code worked ok when compiled in the same PC before update: a Mac OSX
10.8 machine with XCode 4.X.

IMG_Load() uses the system frameworks on Mac OS X, so upgrading to
Mavericks means it might be doing something different with the same binary.

Alternately: did Xcode start premultiplying alpha in PNGs? I think I
read it does this when packaging up iOS apps, but maybe I’m mistaken.
Check if the .png file is different in the final build vs what you supplied.

These are just guesses, though.

–ryan.