RE: [Algorithms] 256 colour palette
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From: Martin F. <mf...@ac...> - 2000-08-30 10:55:17
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Doom used 16 shades of 16 colours if I remember correctly. IMO this was a good balance. You could see each shade but it was a payoff for the number of colours. I'd be tempted to do some sort of dynamic palette changing. For example given a PVS: ROOM A can see ROOM B <> ROOM B can see ROOM A ROOM B can see ROOM C <> ROOM C can see ROOM B (Note ROOM A and C cannot see eachother and you cannot be stood in ROOM B and see both ROOM A and ROOM C) ROOM B referenced 208 pallete entries ROOM A has a different remaining 48 pallete entires to ROOM C. So while the number of colours you need to reference never exceeds 256 you can have more colours than that on the map. You have to have low colour 'insulating' Rooms / corridors. It also means that agents / fx can only reference the bottom 208 pallete entires. Makes building your maps a little more tricky but might be worth it. What platform is this for? Cheers, Martin -----Original Message----- From: Matthew Davies [mailto:MD...@ac...] Sent: 30 August 2000 03:12 To: 'gda...@li...' Subject: RE: [Algorithms] 256 colour palette Hi, Sorry, I may have not been clear. I don't need to convert a 24-bit image to 256 colours using quantisation. I need to have a consistent single palette which doesn't restrict me too much to the colours I can have in my textures. For example, DOOM used a 256 colour palette to display all its graphics. One idea is to have 32 different colours and 8 shades of them. I could design my textures in those 32 colours and 32 of a darker shade. But I just wondered if anyone had a generic palette that they knew worked well. Best regards, Matt. > -----Original Message----- > From: Tom Nettleship [mailto:to...@ar...] > Sent: Wednesday, August 30, 2000 10:47 > To: 'gda...@li...' > Subject: RE: [Algorithms] 256 colour palette > > > The problem you're referring to is commonly called quantization. Doing > a web search on that might glean some results. > > The two main algorithms people often use are called 'Median Cut' and > 'Octree Quantization'. Both of these are efficient, and produce good > results. > > Get hold of a copy of Graphics Gems 1... this has a paper describing > how to implement Octree Quantization, and also (i think) source code, > though there may be some bugs in it. > > Tom Nettleship > > P.S. I turned this mail into plain text from the HTML you > sent... please > don't > send HTML posts to mailing lists; people using some mail readers can't > decipher > them. > > > From: Matthew Davies [mailto:MD...@ac...] > > > > Hi, > > > > Can any of you guys give me some hints on choosing a decent > 256 colour > > palette so that I can get a nice > spread of colours. I > need it for a > simple > > 3d game so basically I need to cover common colours and > shades thereof. > > > > Do any of you have experience in this area. I've had it so > easy with > 24-bit graphics up until now! :-) > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |