Hi,

I face the same issue with OpenGL texture. I use gradient texture and
this one was "damaged" due to
convertion from 24bit => 565.

To solve this issue I embeded libpng in my application using NDK.

You said that "the screen is 565 so we loose precision" : Yes but in
OpenGL,
glEnable(GL_DITHER) will dither the colors. So(in that case) why doing
OpenGL job ?
Colors convertion should be done by the final renderer : "it" is the
only one to know the final screen
config.

I think this image convertion at loading should be optional. Because
it depends in which context
you use it.

Finally, with the dither I don't have "color steps" due to
downsampling.

Best Regards

On 3 mai, 00:27, Dianne Hackborn <hack...@android.com> wrote:
> If the issue is losing precision due to a 16bpp screen with 565 colors,
> changing it to 256 colors won't necessarily help since each of those colors
> are still full 888.
>
> On Mon, May 2, 2011 at 2:52 PM, Andrew Huang <proelited...@gmail.com> wrote:
> > Another way is to make your images have 256 color at most. You can do
> > this in Gimp by changing the mode to indexed in the image menu, and
> > setting the maximum color.
>
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> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.

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