Hi there,
Just following up on this issue, and wondering about the thinking behind defining this as “not really a bug”?
Yes, all images are internally handled as 32 bit RGBA, but not supporting the loading of grayscale PNGs and JPGs makes no sense to me.
I mean, iOS own photo viewer obviously supports loading of greyscale PNGs and JPGs, they are just converted to 32 bit RGBA when loaded.
When you control the images used in a game/app, this issue is not a problem because you just make sure that all images are 32 bit RGBA, but if you load a picture from online, a Facebook profile picture being a very good example, then Corona will fail to load simple grayscale JPGs that work everywhere else. For some reason, Facebook does indeed keep some profile pictures as grayscale, perhaps to save a tiny amount of bandwidth.
I really hope you could fix this, and honestly, I have a feeling the fix might be very simple. I mean, whatever JPG loader is being used, I’m sure that one already loads it correctly, it is just that creating a 32 big RGBA surface from it fails for some reason?
I guess that this failed creation call is what causes this output error:
: CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 16 bits/pixel; 1-component color space; kCGImageAlphaPremultipliedFirst; 800 bytes/row.
I am using Coronas easy to use Facebook integration to load a user’s profile picture and this bug is actually a slight show stopper for me. I would gladly help out to fix this somehow.
Thanks for a great product, it really makes rapid development possible!
Cheers,
Trond.
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