RE: [Algorithms] 256 colour palette
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From: Matthew D. <MD...@ac...> - 2000-08-30 11:20:14
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Doing a ray-casting engine for the Gameboy Advance in my spare time. I'm using its 256 colour bitmap mode. Matt. > -----Original Message----- > From: Martin Fuller [mailto:mf...@ac...] > Sent: Wednesday, August 30, 2000 11:50 > To: 'gda...@li...' > Subject: RE: [Algorithms] 256 colour palette > > > 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 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |