Storyboard fade transition doesn't fade all scene contents equally

Hi all,

I’ve noticed in my apps that the contents of scenes fade to black (or from black to full) at a differing rates.

For example, I have a scene that has a pure white image as the background. I then have have another image in that scene that consists of black text over a white background. As you transition via storyboard.gotoScene with a “fade” effect, you will notice that the white background of the image containing the text and the white background of the scene fades from full to black (or black to full) at differing rates. This makes the fade effect look funny and not smooth.

Anybody else run into similar “fade” storyboard transition effect issues?

Yes, it’s a known problem. What the SDK should do on a fade is take a screenshot and plop it over everything else, ditch the other things, then fade the screenshot.

Until then, it’s just weird.

 Jay

Why don’t they just take the pixels directly rendered to the screen and fade them?

I believe the transitions are written in Lua, and Corona doesn’t have a way to set pixels, so I’m thinking pixel-level fading is not something that can be done. But then, I’m not an OpenGL guy with access to the Corona innards, so I’m just guessing.

Here’s another short thread on the issue including a workaround from someone:

http://forums.coronalabs.com/topic/46514-storyboardcomposer-gotoscene-fading-effects/

And if you’re using embossed text in your scene, or widgets with embossed text (the default) you’ll get bad fades and crossFades:

http://forums.coronalabs.com/topic/48125-embossed-text-ugly-when-fading/

 Jay

Yes, it’s a known problem. What the SDK should do on a fade is take a screenshot and plop it over everything else, ditch the other things, then fade the screenshot.

Until then, it’s just weird.

 Jay

Why don’t they just take the pixels directly rendered to the screen and fade them?

I believe the transitions are written in Lua, and Corona doesn’t have a way to set pixels, so I’m thinking pixel-level fading is not something that can be done. But then, I’m not an OpenGL guy with access to the Corona innards, so I’m just guessing.

Here’s another short thread on the issue including a workaround from someone:

http://forums.coronalabs.com/topic/46514-storyboardcomposer-gotoscene-fading-effects/

And if you’re using embossed text in your scene, or widgets with embossed text (the default) you’ll get bad fades and crossFades:

http://forums.coronalabs.com/topic/48125-embossed-text-ugly-when-fading/

 Jay