View Full Version : 2012 Bitmap color bug?
I've noticed that colors are not correct in maxscript tools in 2012.
Possibly a gamma issue.
Here is a sample script.
Please compare the colors carefully.
Note how the colors displayed with ImgTag are darker then the Image viewer.
p = (getdir #maxroot) + "Maps\\adskMtl\\Finishes.Tiling.Ceramic.Mosaic.Blu" + "e.jpg"
b = openbitmap p
display b
rollout poo "poo"
(
imgtag n "fish" bitmap:b
)
createDialog poo width:400 height:400
Can anybody confirm they are seeing color differences?
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I can confirm the colors do not match only when gamma is enabled in 3dsmax.
Kickflipkid687
06-08-2011, 01:04 AM
Yeah, I noticed my button bitmaps for my toolbar are darked in Max 2012 :twisted:
Thanks guys.
I have passed it on to maxscript guys at Autodesk.
denisT
06-08-2011, 01:38 AM
Thanks guys.
I have passed it on to maxscript guys at Autodesk.
i don't use 2012, and i don't really want to try it yet.
my question is:
is imgTag bitmap always lighter(darker) than displayed bitmap, or just does look different?
Kickflipkid687
06-08-2011, 02:45 AM
I was just using a regular checkbutton, and it was always or almost always making it darker. But I did have it randomly make my bitmaps appear fine a few times... not sure why..
plastic
06-08-2011, 08:18 AM
I always had gamma issues with gamma and UI bitmaps, I either display them with dotNet, or something like that:
originalGamma = displayGamma --get current gamma settings
fileIngamma = 1.0 --set the gamma override
i.images=#(thisIcon,"bitmap.bmp",1,1,1,1,1)
fileIngamma = originalGamma --restore gamma
plastic
06-08-2011, 08:29 AM
Aside from gamma issues, imagebuttons always looked darker for me, not only in 2012. Also there is something wrong with alpha masking.
LoneRobot
06-08-2011, 09:29 AM
Aside from gamma issues, imagebuttons always looked darker for me, not only in 2012. Also there is something wrong with alpha masking.
yes, you're right, this cropped up yesterday -
http://forums.cgsociety.org/showthread.php?f=98&t=985104
Chris from Autodesk has figured out the issue (and send me a fix for c++ sdk) so I am assuming this fix will eventually make it into 3dsmax.
Thanks Chris!
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