ID:98856
 
Not a bug
BYOND Version:471
Operating System:Windows 7 Ultimate
Web Browser:Chrome 5.0.375.99
Applies to:Dream Seeker
Status: Not a bug

This is not a bug. It may be an incorrect use of syntax or a limitation in the software. For further discussion on the matter, please consult the BYOND forums.
Descriptive Problem Summary:
Rendering tree shadows for some reason is causing the entire map element to be washed out. I'm using an isometric map, and creating shadows at runtime. If I simply disable the one line for creating a new tree shadow, the effects do not occur. The same can be said when I do not set the shadows icon state.
Numbered Steps to Reproduce Problem:

Code Snippet (if applicable) to Reproduce Problem:
            new_shadow(blocker)
shadow = new /obj/shadow(loc)
shadow.icon_state = blocker

//problem line

new_shadow("tree")
//shadows render exactly the same under mobs, but yield proper results


Expected Results:
Render shadows the same under trees as under mobs.

Actual Results:
Shadows render properly, but wash out all map graphics

Does the problem occur:
Every time? Or how often?
When Hardware Rendering is off the graphics are washed out, as if Hardware Rendering were on, and vice versa.
In other games?
Haven't tested.
In other user accounts?
Yes.
On other computers?
Yes.

When does the problem NOT occur?
Hardware Rendering ON the graphics do not wash out when stretched. Or in 32x32, 64x64, etc map.

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
Untested
Workarounds:
Toggle Hardware Rendering, render the map in a 32x32, 64x64, etc icon size.

Screenshots
Photobucket

Photobucket
Screen-shots?
This issue is impossible to diagnose without screenshots of the different configurations.

You'll need to use PrintScreen for this because BYOND's built-in screenshot system won't do the stretching that you say is integral to the issue.
Updated with screenshots, along with my graphics hardware settings in each situation.
I see what you mean now about the colors, although it's very subtle. Unfortunately that is an issue with the StretchBlt() call in the Windows API; it is not solvable.
Alright. I'll see if I can figure out a work-around to prevent this from happenning. If I do I'll post here so there's some reference.