Crazy color problem with alpha

Hi,

I’m having a crazy issue with all my devices with the colours of some rects when applying alpha channel. On the simulator it works always perfect, but when it comes to the device here is what happens:

This is how the application should look like, and it does… well sometimes. Some times I open the application on my ipad or android device and the colours are the way they are supposed to be

but then, sometimes, exactly the same application, just closing it and reopen it , produce this weird look where all the colours goes wrong

Does anyone experience this issue? know how to solve it? I’ve been crazy with these for weeks now. Please I need some input from you guys and also some help from Corona.

One data, I’m using the latest daily build, this is happening since I’ve migrated my code to Graphics 2.0, and for the nature of my code I always use the object.fill = {r, g, b} for filling rects.

Thanks for your help

Juan Cruz

The engineers are going to need to see your project to help with this.  The more simple of an example you can give them that does this will help.  Use the “Report a bug” field above.   Please make sure your project is complete (images, config.lua, buiild.settings, etc).  

Thanks

Rob

Thanks Rob, I could separate the problem from my game logic and posted the bug through the bug submission page. The case number is: 29576, in case anyone else is interested in follow up.

Hi Rob, do you have any news on this topic? we are only waiting for this to go live with our app. I haven’t heard anything from my report.

Thanks

Let me ping the engineers on it.  Also have you tried a later daily build?

Rob

Hi Rob, I’ve tried the latest build. I just found 1 thing that I think might be causing the issue. In my code I’ve something like this:

r = display.newRect(strokeGroup, 0, 0, cellSize, cellSize) r.x = cellSize \* x + (math.floor((x-1)/3) \* 10)-10+w\*0.1 r.y = cellSize \* y + (math.floor((y-1)/3) \* 10) r.fill = {}

That r.fill = {}, seems to be the problem, if I set that to r.fill = {1, 1, 1, 0.01} seems to be working fine. In my application code that part is really complex and that’s the reason why I was assigning an empty object to r.fill.

Nevertheless I think that should give a warning, or behave different, rather than changing the colours to something weird and that it’s different on each device.

Can you pass that to the engineers? It could be helpful information to evaluate the problem.

The engineers are going to need to see your project to help with this.  The more simple of an example you can give them that does this will help.  Use the “Report a bug” field above.   Please make sure your project is complete (images, config.lua, buiild.settings, etc).  

Thanks

Rob

Thanks Rob, I could separate the problem from my game logic and posted the bug through the bug submission page. The case number is: 29576, in case anyone else is interested in follow up.

Hi Rob, do you have any news on this topic? we are only waiting for this to go live with our app. I haven’t heard anything from my report.

Thanks

Let me ping the engineers on it.  Also have you tried a later daily build?

Rob

Hi Rob, I’ve tried the latest build. I just found 1 thing that I think might be causing the issue. In my code I’ve something like this:

r = display.newRect(strokeGroup, 0, 0, cellSize, cellSize) r.x = cellSize \* x + (math.floor((x-1)/3) \* 10)-10+w\*0.1 r.y = cellSize \* y + (math.floor((y-1)/3) \* 10) r.fill = {}

That r.fill = {}, seems to be the problem, if I set that to r.fill = {1, 1, 1, 0.01} seems to be working fine. In my application code that part is really complex and that’s the reason why I was assigning an empty object to r.fill.

Nevertheless I think that should give a warning, or behave different, rather than changing the colours to something weird and that it’s different on each device.

Can you pass that to the engineers? It could be helpful information to evaluate the problem.