You can see here some problems with this images (note that both rects have same 1px wide lines):
1) non rotated rectangle's rounded edges looks darker than 1px lines on the sides
2) rotated rectange looks darker than non rotated rectangle
to fix this: do a gamma-correction - theoreticaly this should be gamma 2.2 (=monitor) - but the result is not good - i tested with gamma 1.5 - and this was perfect
this test is only possible, because inkscape do "wrong linear" alpha calculation between black and white in example images...
to fix this "bug" - inkscape should do this:
1) convert colors to linear space (1/gamma = inverted gamma) - remember that you work in non-linear-space!!!
2) do alpha calculations
3) convert back to non linear space (gamma)
As you can see we need also a custom selectable gamma correction value
If you need more informations about this problem: read this great article - this describe that most graphic programs ignore gamma corrections and create wrong graphics...
You can classificate this issue as BUG!
http:// blenderx. bl.funpic. de/inkscape/
download test svg+png files
You can see here some problems with this images (note that both rects have same 1px wide lines):
1) non rotated rectangle's rounded edges looks darker than 1px lines on the sides
2) rotated rectange looks darker than non rotated rectangle
to fix this: do a gamma-correction - theoreticaly this should be gamma 2.2 (=monitor) - but the result is not good - i tested with gamma 1.5 - and this was perfect
this test is only possible, because inkscape do "wrong linear" alpha calculation between black and white in example images...
to fix this "bug" - inkscape should do this:
1) convert colors to linear space (1/gamma = inverted gamma) - remember that you work in non-linear-space!!!
2) do alpha calculations
3) convert back to non linear space (gamma)
As you can see we need also a custom selectable gamma correction value
If you need more informations about this problem: read this great article - this describe that most graphic programs ignore gamma corrections and create wrong graphics...
http:// www.4p8. com/eric. brasseur/ gamma.html