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]
