Re: [GD-General] software for artwork
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From: Lionel F. <li...@mi...> - 2002-11-13 22:10:19
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Hello, I have currently exactly this kind of stuff to write : something to convert 32bits pictures into 8bits with palette ARGB for the PlayStation 2. I never really though to this question, so I though it would be easy to do (simple octree in 4D space, or something like that). Could you give me more details about the alpha channel multiplication ? A quick search with Google shows me a lot of answers about the Kohonon nets. But is there somewhere a not-too-bad free lib with source that could help me ? (in fact, I didn't give a lot of time in my schedule to do that task :)) Thank you for any advice, Lionel. ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gam...@li...> Sent: Wednesday, November 13, 2002 3:30 PM Subject: RE: [GD-General] software for artwork > Yep - we premultiply, palettise, and then un-premultiply again. Works well. > We've also spent quite a lot of effort finding good palettisers. > Kohonon-network based ones are good, and weused that for the last project. > The new one is a mad mix of various perceptual techniques and stuff (we have > a chap fascinated by this stuff), works in an arbitrary number of > dimensions, but is very very slow. We plan to use the old kohonen one for > quick previews, and then overnight crunch away at the textures with the > slow-but-superb one. > > But we never found any decent out-of-the-box ones. > > > Tom Forsyth - Muckyfoot bloke and Microsoft MVP. > > This email is the product of your deranged imagination, > and does not in any way imply existence of the author. > > > -----Original Message----- > > From: Javier Arevalo [mailto:ja...@py...] > > Sent: 13 November 2002 09:11 > > To: gam...@li... > > Subject: Re: [GD-General] software for artwork > > > > > > Mickael Pointier <mpo...@ed...> wrote: > > > > > Standard quantization algorithms create artefacts, but thats not > > > visually to disturbing when applied to color components, > > surprisingly > > > if you extend these algorithm to 4d, the final result is really, > > > really crappy... > > > > > > I think the reasons are multiples, the first beeing that when A tend > > > toward 0, you do not really care about the true values of RGB > > > components (they are almost invisible at this point), so a lot of > > > colors are used in semi translucent tints, that could have been used > > > in nearly opaque areas. > > > > Yeah that's one of the places where premultiplied alpha > > textures help... > > > > Javier Arevalo > > Pyro Studios > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Are you worried about > your web server security? Click here for a FREE Thawte > Apache SSL Guide and answer your Apache SSL security > needs: http://www.gothawte.com/rd523.html > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |