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Re: Dithering

To: "REALbasic Games" <REALbasic-Games at lists dot realsoftware dot com>
Subject: Re: Dithering
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Tue, 30 Sep 2003 17:38:36 -0500
References: <BB9FD13C dot 330B%n4d2r at gmx dot de>
At 12:33 AM +0200 10/1/03, Nils Raschke wrote:

 >> I have to compose some pictures at the beginning of a level. When finished
 they have to be in 16 bit depth because they are used as 3dObjects.
 Why does that mean they have to be 16-bit depth?

Quesa AFAIK uses 16 Bit.

For what? It uses 16 bit if you use AddShapePicture, and 32-bit if you use AddShapePictureWithMask. If you use something else (e.g. AddShapeFromFile), it uses whatever the 3DMF code is defined to use. There is no automatic truncation to 16 bits.

 I experienced this once I had a water texture with
a gradient of 256 colors of blue. They got truncated (VERY ugly). So I
looked around a bit and found somewhere (I don't remember where) a sentence
in a documentation that said quesa uses 16 bit depth internally.

Sounds like a mistake or a misintepretation to me.

Much better. I solved the above described problem by dithering the texture
with Graphicconverter (it is not easy to find a program that is capable of
changing the color depth from 32 to 16).

Ah yes, GraphicConverter is an indispensable tool to any game developer!

The monitor is set to 16.7 millions.

Then there is no reason you shouldn't be using 32-bit color.

Cheers,
- Joe

--
,------------------------------------------------------------------.
|    Joseph J. Strout           REAL Software, Inc.                |
|    joe at realsoftware dot com       http://www.realsoftware.com        |
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