# Juce image behavior on MAC vs PC

**URL:** <https://forum.juce.com/t/juce-image-behavior-on-mac-vs-pc/55964>\
**Category:** General JUCE discussion\
**Created:** [April 26, 2023, 1:01pm UTC](https://forum.juce.com/t/juce-image-behavior-on-mac-vs-pc/55964 "2023-04-26T13:01:49Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![anon48770766](https://avatars.discourse-cdn.com/v4/letter/a/439d5e/32.png) [@anon48770766](https://forum.juce.com/u/anon48770766)\
**Post date:** [May 2, 2023, 8:07am UTC](https://forum.juce.com/t/juce-image-behavior-on-mac-vs-pc/55964/6 "2023-05-02T08:07:08Z")

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Yeah, we’ve seen this reported before - I remember a few weeks ago another JUCE developer had similar issues, but I’ve lost that thread in my consciousness stack - so here are some threads which might be related, and thus may have fixes (not yet pushed to develop) worth investigating:

> [@Subtle drawing bug(?) -\> fillRect (integer version) scaled](https://forum.juce.com/t/subtle-drawing-bug-fillrect-integer-version-scaled/23665/7):
>
> Because I think this is still an issue, here a simple demo to reproduce the issue The code will render differently on Mac and Windows (both with same physical pixel scales). [Differences] class BoxDemo : public juce::Component { public: BoxDemo() { setTransform (juce::AffineTransform::scale (1.33)); } void paint (juce::Graphics& g) { g.fillAll (juce::Colours::white); g.setColour (juce::Colours::black); g.fillRect (10, 2, 2, 2); g.fillRect (20.f, 2.…

> [@BR: fillAll doesn't fill all](https://forum.juce.com/t/br-fillall-doesnt-fill-all/52623/38):
>
> But it’s still clipped by the low-level context regardless of what rectangle you feed into the fillRect call. You can safely feed {-10000,-10000, 1000000, 1000000 } in there, and it will be correctly clipped. Or do you think that any fillRect automatically just does that, regardless of the clip rect and then overstomps memory like crazy?

> [@Alpha channel rendering](https://forum.juce.com/t/alpha-channel-rendering/2553):
>
> Hey All, I am having a few issues rendering alpha channels from JUCE into OpenGL textures. Specifically, the issue is with anti-aliasing. Please look at these tests, where I am loading a PNG image with transparency into an OpenGL texture. You will see white text on a color background. The text is the texture image (white text on transparent background), the background color is made by OpenGL. In this example, the PNG is loaded with JUCE’s ImageFileFormat::loadFrom, and then sent to OpenGL: [h…](http://www.matadata.com/bucket/LiveCompositorScreenSnapz003.png)

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