Comments (2)
It is expected. Tilengine requires an 8-bit palette
32-colour.png: PNG image data, 136 x 17, 8-bit colormap, non-interlaced
8-colour.png: PNG image data, 136 x 17, 4-bit colormap, non-interlaced
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@daltomi is right: Tilengine loads 8-bpp indexed png's, no automatic color conversion is performed. This is not a bug.
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Related Issues (20)
- Sprite rotation capabilities HOT 1
- Memory corruption in "shooter" example HOT 3
- Crash when resuming animation HOT 1
- Unable to build on MacOS HOT 1
- non-initialized blinking borders when switching to fullscreen HOT 2
- V bindings HOT 1
- Tileset ordering in tmx file causing exception HOT 1
- Get tile returns incorrect tiles info type HOT 1
- Unable to build Tilengine HOT 1
- Actor.c from Samples dir, doesn't work HOT 1
- Access violation error with more than 6 tilesets HOT 3
- How to build it? HOT 1
- Tiled integration HOT 2
- real game source code HOT 1
- Getter for Layers, Tilemaps, Sprites, Tiles, ..., user data for callbacks, palette tile attribute, multiple tilesets per tilemap, and bug with TLN_SetTilemapTile()
- Pausing Specific Animations HOT 3
- Issues with custom overlay HOT 5
- Steps to reproduce the crash on exit in TLN_DeleteTileset
- Map layer with multiple .tsx files causes memory issues HOT 1
- TLN_GetTilemapTileset2 returns None/NULL HOT 5
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