RE: [GD-Windows] Image formats (was [Algorithms] Scrolling starfi eld)
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From: Tom F. <to...@mu...> - 2002-07-31 14:38:55
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There's nothing wrong with TGAs as a format - they support alpha channels just fine, and so does Photoshop. One of our artists just showed me that indeed it works just like you'd want (Photoshop 6.0 - we're just trying 7.0 now). What specifically is going wrong? Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Andrew Grant [mailto:ag...@cl...] > Sent: 31 July 2002 15:13 > To: gam...@li... > Subject: [GD-Windows] Image formats (was [Algorithms] Scrolling > starfield) > > > What formats are people using for images these days? We're > currently using > TGA which "suffices" but isn't great due to Adobe less than > embracing the > concept of alpha channels. > > Ideally I'd like something that > > Supports an alpha channel > Supports 32, 24, & 8 bit images > > I'm not sure if anything out there actually fits the bill for > this though. > I've thought about writing a plugin for Photoshop to > supported saving to > targa's that fit the above, but it looks like a whole lot of pain. > > Ta. > > Andrew Grant- > Climax Brighton > > > > -----Original Message----- > From: brian hook [mailto:bri...@py...] > Sent: 31 July 2002 06:39 > To: gda...@li... > Subject: Re: [Algorithms] Scrolling starfield > > > > (That code is a few years old.) PSD has alpha, and RLE. Plus it's > > easy to export from Photoshop :) I even used the print-size > meta info > > to size my billboards. > > I didn't even realize PSD was a documented and/or open file format. > File format support these days is rather trying -- I use TGA by > default, primarily because it's more predictable than what I > get when I > save PNG in various packages. And TGA compresses very well > (similar to > PNG, if not identical) when ZIPped. And it supports a 16-bit file > format for those of us still stuck in the dark ages. =) > > > > - rationale for WEATHER_BLOCK_SIZE = 14? > > > > Just tweaked until the furthest flakes were invisible. > > Ah, okay, just wanted to make sure I wasn't misunderstanding what it > was. > > I mucked about with the code and it works beautifully! It took me a > bit to get my head screwed on straight with respect to scale at times > (the << 17 threw me off for a bit), but it seems to work. > > I have the ship centered in the star cloud right now, which > looks wrong > because stars can get between you and the ship, but a simple > translation "behind" the ship should fix that. > > The packing into integers and letting integer wrap handle wrap around > is just brilliant and elegant, if not obvious to everyone but me =) > > Brian > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Dice - The leading online job board > for high-tech professionals. Search and apply for tech jobs today! > http://seeker.dice.com/seeker.epl?rel_code=31 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > > ------------------------------------------------------- > This sf.net email is sponsored by: Dice - The leading online job board > for high-tech professionals. Search and apply for tech jobs today! > http://seeker.dice.com/seeker.epl?rel_code=31 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |