Hello,
I've looked fairly thoroughly, but admittedly, may have missed some key words. I've noticed that the "color space" for status bars and textures are different. That is, if one were to:
Lua Code:
local f = CreateFrame('Statusbar', nil, UIParent)
f:SetSize(100, 20)
f:SetPoint('CENTER')
f:SetTexture(some generic texture with no coloring or tinting)
f:SetStatusBarColor(1, 0, 0)
local g = CreateFrame('StatusBar', nil, UIParent)
g:SetSize(100, 20)
g:SetPoint('CENTER', 0, - 30)
local g.texture = g:CreateTexture(nil, 'BORDER')
g.texture:SetAllPoints()
g.texture:SetTexture(some generic texture with no color or tinting)
g.texture:SetColorTexture(1, 0, 0)
g:SetStatusBarColor(g.texture)
local h = CreateFrame('Frame', nil, UIParent)
h:SetSize(100, 20)
h:SetPoint('CENTER', 0, -60)
h.texture = h:CreateTexture(nil, 'BORDER')
h.texture:SetAllPoints()
h.texture:SetColorTexture(1, 0, 0)
you get three bars, and 2 colors. Directly setting StatusBarColor with 0-1 r, g, b values results in almost like a cmyk compared to rgb color space. Making a texture and setting the StatusBarColor with the texture created gets around this, as too does just using a texture and skipping StatusBars all together.
I'm not sure if this is intended what, but it's kind of a pain in the ass with oUF, as all of the bars can only utilize statusbars and require overrides to change colors properly with the statusbarcolor set to a texture and change the texture color using SetColorTexture. Has anyone else encountered this?