Maybe Max can help out here, I guess I don't really understand what
the fgcolor of a sprite is supposed
to be doing. The documentation in LzView says

/** A color to use to render object that appears inside this view,
  * which includes any vector or bitmap art in the view's resource
  * and any contained views.
  * @lzxtype color
  */
var fgcolor;

But the swf8 sprite implementation has this comment on setColor

/**
  * Sets the color of the view (the view's resource and any subviews) to the
  * the color given. This will completely override any color information in the
  * view or subview resources. Use the view method
  * <method>setColorTransform</method> to tint a view.
  * @param Integer c: A color in rgb format; for example, 0xff0000 is red.
  */


So is fgcolor  supposed to override any existing color, including the bgcolor?

On Tue, Dec 16, 2008 at 8:42 AM, Philip Romanik
<[email protected]> wrote:
> Hi Henry,
>
> I traced this problem down to a changeset where ColorTransform was added
> (r11271). I think that LzSprite.setColor for swf9 should be a nop. Setting
> the color property of ColorTransform is setting the color offsets to add
> when drawing. In the testcase, the foreground color is white, and the
> background color is black. Calling setColor(0xffffff) will set the color
> offsets to 0xff and everything will always be white.
>
> Can you take a look and see if you agree?
>
> Thanks!
>
> Phil
>
>
> Here's a simplified testcase. The screen should be black but it is white in
> swf9
>
>
> <canvas width="100%" height="100%">
> <view width="100%" height="100%" bgcolor="0x000000" fgcolor="0xffffff">
> </view>
> </canvas>
>
>
>



-- 
Henry Minsky
Software Architect
[email protected]

Reply via email to