frio Posted December 16, 2020 Share Posted December 16, 2020 (edited) I often work with game engine textures where the color data even on fully transparent pixels is important. If you resize or rotate something, all pixels become #00000000 instead of #00rrggbb. Not a pressingly big issue since generally it's fine to scale from high-resolution work version to the final size first, then apply final alphas, but it has caught me on a couple occasions. I checked the following: image resize always produces #00000000 regardless of chosen scaling method layer zoom/rotate, even at 90 degree angles, produces #00000000 image flip/turn (counter)clockwise or 180 work correctly layer flip/turn 180 work correctly selection resize/rotate produce #00000000 with bilinear/bicubic, work correctly with nearest neighbor selection moving works correctly with all modes Edit to add: Windows 7, paint.net version 4.2.14 if those make any difference Edited December 16, 2020 by frio Quote Link to comment Share on other sites More sharing options...
Rick Brewster Posted December 17, 2020 Share Posted December 17, 2020 This happens because of the math that's involved in alpha blending and compositing. It's unavoidable for the most part, except for simple cases like when Nearest Neighbor sampling is used. Quote The Paint.NET Blog: https://blog.getpaint.net/ Donations are always appreciated! https://www.getpaint.net/donate.html Link to comment Share on other sites More sharing options...
frio Posted December 18, 2020 Author Share Posted December 18, 2020 Gotcha, luckily not a huge issue once you know that happens (and probably a non-issue for most people who even need alpha channels, anyway). Thanks for checking it out. Quote Link to comment Share on other sites More sharing options...
Rick Brewster Posted December 18, 2020 Share Posted December 18, 2020 Yeah it's unfortunately something that seems to be unfixable even in principle. Quote The Paint.NET Blog: https://blog.getpaint.net/ Donations are always appreciated! https://www.getpaint.net/donate.html Link to comment Share on other sites More sharing options...
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