Inconsistent RGBA across devices - ios

If you make a simple website with the code:
<div style='background-color: rgba(0,0,0,.05);width:50px;height:50px'></div>
and view it on various devices, you'll see very different colors.
On my iPhone and iPad, it looks white but on my MacBook you can see a definite light grey that looks close to #fafafa; I haven't tested thoroughly on other devices but I think that Android Chrome will sometimes display a third in between color.
This isn't an issue of different screen color capacities, because the iPad is definitely capable of displaying #fafafa.
So what's the story and is there any way to fix it?

rgba(0,0,0,.05) is an incredibly light color. A 5% tint is not visible on many lower end LCDs - especially 6bit panels. Personally, when I use RGBA I only tweak by 10% increments. Also, you will notice that #fafafa and rgba(0,0,0,.05) don't display the same because they aren't the same. #f2f2f2 is rgba(0,0,0,.05) (at least in Photoshop.)
You also have variances between the type of RGB. Devices also adapt differently based on lighting conditions - and they don't adapt the same way. There's also different screen types like AMOLED

From my experience that normally happens because of the contrast on the different screens and brightness settings. My suggestion is play with those.
Also check this for browser compatibility but those you mentioned should be ok:
http://css-tricks.com/rgba-browser-support/

Related

UI size changes when switching to a different device

So I am quite new to Unity Development, and I have run into a problem. I have two UI's in my game (two buttons), however, when I change the device from an Iphone 12 (landscape) to a Iphone 11 (landscape), the UI's ratio goes all whacky and it changes size. Is there any way I can prevent this? I will link photos below
So this is what it looks like if the camera is in the Iphone 12 landscape 'mode'
and this is what it looks like in Iphone 11 'mode'
The ratio and size of the UI goes all whacky. How do I fix this?
(a picture of my canvas inspector
One thing that comes to mind is to change the Canvas Scalers UI Scale Mode from "Constant Pixel Size" to one of the other options, depending on what works best for you.
Unfortunately, "Constant Pixel Size" is the default value and it usually breaks everything when building a full screen UI.
For canvas settings, use the "scale with screen size" option and play around with the values. If most of the resolutions look fine but there is a spesific one that straight up breaks your UI, you can write a script to check if its that resolution and change the canvas values.
For UI elements you can play around with the setting I circled in red.
Also you might want to check this thread.

Color gamut in Xcode 8

Today I have installed Xcode 8(beta) and exploring Storyboards. Here we can now set background and tintColor for different traits. That's good news.
But here with trait collection(for example any height X any width) there is another selection of gamuts
Here is the screenshot
As I have searched for gamut, I found that it is related with color.
I have tried with different combination of gamuts but I am unable to see any difference.
The documentation is also not helpful.
The question is how the developers get the benefit of this feature?
Developers can get benefit from it because it gives a much greater control over your app's color profile. You can explicitly assign a color to display depending on the device's gamut.
A solid understanding of gamut is key here. Devices will distort "untagged" colors, that is, colors outside of their gamut. The P3 gamut has a more extensive range of display colors than the sRGB gamut. This graph should give you a good idea of exactly how much more extensive it is:
So if you create your designs on a monitor with a P3 gamut, say a Cinema Display, your colors may display differently on a device with sRGB gamut. However, it's entirely possible there is no change in the color if you pick a color that is within both gamut.

iOS 9.3 Color Management / Profiles

I have many apps that rely on rgb value checking based on tapped pixels. If I tap a pixel that returns 128/128/138 then it opens up this particular thing from an array. With 9.3 this no longer works as I am getting crazy color values returned.
I did some digging and discovered that iOS now has color profile support. My files have no profile at all associated. This seems to be the problem.
Each display since retina 3 has returned slightly different saturations which I have had to adjust for. But this reveals a much bigger problem (for me at least).
Is there a way to disable color profile management in iOS 9.3? If so, maybe a check to see what OS I am on and only disable it then? Or maybe add a profile (ignored under 9.3 so good there) that will make them work on 9.3?
Thank you
Your best bet is to convert whatever you are drawing to screen (and then picking as pixels) to the colorspace returned by CGColorSpaceCreateDeviceRGB(). Using this colorspace, the compositing system will know to not do anymore conversions on your data.
Directly from the docs: "Colors in a device-dependent color space are not transformed or otherwise modified when displayed on an output device...".

Navigation bar color has slightly different color in different devices in iOS

I am designing an iOS app and my app's navigation bar appears slightly different on different devices. Here are two screenshots demonstrating the issue:
As these are taken directly from screenshots (not camera-shots), we are eliminating the issue of some devices having slightly different color rendering in hardware level. All devices have the same and the latest version of iOS (7.1.2). In the above screenshots, one is taken from an iPod and one is taken from an iPhone 5, however, other iPhone 5 are also rendering the colors like the iPod. More interestingly, I've taken the exact colors RGB values in Photoshop (and I use it by setting UIColor values in setTintColor: from the Photoshop's eyedropper RGB values), and Photoshop renders the like the latter screenshot. To sum it up: Photoshop and one single device renders slightly darker (our intended color) (second screenshot), all the other devices (mix of iPods and iPhones) render slightly lighter (unintended, first screenshot). They all run on iOS 7.1.2.
What could be the reason?
After many weeks, we, by coincidence, found out that my friend had his Increase contrast option On on his iPhone's Accesibility settings. He turned it off and it became normal.

iPad Simulator on macbook pro color much more vibrant than actual ipad

I'm a little bit of a graphics nut, but I'm trying to figure out why the colors on my iPad simulator on my macbook pro seem much much more vibrant than they do on my actual iPad 2. Does anyone have any experience with this.
Or is there anything that i can do to help them seem much more vibrant than they currently are?
Thanks.
James.
Honestly, it might be because they are physically different screens. Color matching is extremely difficult with different LCD manufacturers, backlights, etc… That's why it's always important to test on the device.
Now, if you are seeing a different colors in Photoshop and the actual device, I'd point out that iOS devices don't use ICC Profile for color matching. But neither does the iPhone simulator so that theory is out if the simulator is different than the device.
Here's more info: http://ipadportfolioapp.com/howto/advancedUse/colorManagement
Edit:
Also, what display profile are you using on your MacBook Pro? (System Preferences > Displays > Color). Mine just uses Color LCD. If you have something else here, that might explain the difference. You can even try calibrating your MacBook screen here. Keep in mind that it could just be a difference between physical displays
As other's have answered, the displays differ, but could be better if you could color calibrate both displays. Unfortunately, iOS give you no color calibration options, so you can just adjust the calibration of the Mac's display to get close to the iPad.
Using the Mac OS X supplied color calibrator in the Displays System Preference I'm able to get the simulator to show colors very close to my iPad 2's display. Just follow the steps. I used a gamma of 2.2 and a white point of D65, which seem to match my iPad, but you can play with those setting while comparing devices to get what works best with your iPad and Mac.
My last step is to adjust the brightness of the iPad to visually match the simulator on the color calibrated Mac monitor.
Do you check the brigth of the screen?
or could be that your iPad screen is yellow?
Apple iPad 2 suffers from yellow screen tint?

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