Graphical anomalies

TryangleTryangle Member Posts: 37
edited February 2015 in Working with GS (Mac)

When I create a large block and use in-game color to color it solid, certain colors create graphical anomalies. These anomalies can best be described as odd-shaped right angled jigsaw blocks a very slightly lighter color. I do not get them on my iPhone 5, and I do not see them when I am in GS, but I get them when I run it on iPad 2. This is most notable with gray and red.

The blocks are solid, but they appear to be tearing into two tones and flicker when motion occurs. If two blocks are overlapping, sometimes I can see the lines where they overlap even though they are exactly the same color. They are not between pixels (e.g. not x10.23, y10.53 but rather x10, y10), and it should also be noted that the resolution is set exactly for iPad 2.

Any ideas what is going on? Is this a known issue? Image inserted.

Edit: This is gray at .5 / .5 / .5

Comments

  • TryangleTryangle Member Posts: 37

    In case the above link doesn't work, here it is again via URL:

    https://www.dropbox.com/s/sccwfhk7tvki46f/Weird graphical problem.jpg?dl=0

  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2015

    @Tryangle said:
    In case the above link doesn't work, here it is again via URL:

    https://www.dropbox.com/s/sccwfhk7tvki46f/Weird graphical problem.jpg?dl=0

    Here's the underlying image.

  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2015

    I couldn't reproduce this on an iPad3 or Air2, 0.5/0.5/0.5 produces a perfectly flat grey.

    Could you do the same test on your iPad2, but set the RBG channels as

    R= 0.51
    G= 0.51
    B= 0.51

  • TryangleTryangle Member Posts: 37

    Yeah, apparently changing the channel by a tenth or one-hundreth fixes the problem. Thanks!

  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2015

    @Tryangle said:
    Yeah, apparently changing the channel by a tenth or one-hundreth fixes the problem. Thanks!

    0.5 = 127.5

    127.5 in an 8bit channel doesn't exist, but 127 and 128 either side does, the light and dark regions in your image were 127 and 128, so I thought pushing the colour to a value that sits on a whole number (0.51 = 130) would remove it from the half-way point between two values.

    This doesn't actually explain the issue, it was just a notion, I actually think there is some other error at play here.

  • TryangleTryangle Member Posts: 37

    Also worth mention is that the graphical anomaly tears through into other graphical regions with solid colors that are outside the bounds of the color block causing the problem. So whatever the problem is, causes a screen-wide issue. But at least there is a way around it, and thats good enough I suppose.

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