Subject:
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Re: Questions concerning the implementation of the LDraw Colour Definition Language Extension
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Newsgroups:
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lugnet.cad.dev
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Date:
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Thu, 7 Apr 2011 00:33:18 GMT
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Viewed:
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22194 times
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In lugnet.cad.dev.lcd, Roland Melkert wrote:
> In lugnet.cad.dev.lcd, Thomas Dickerson wrote:
> > Greetings everyone,
> > I am a newbie to this mailing list, but I have been using LDraw-oriented
> > software for close to a decade now.
> >
> > I am currently developing (and have been, in my spare time for several years) a
> > sandbox-style building game called FreeBuild oriented around the construction of
> > (and combat with) Lego vehicles, spaceships, mechs, etc. Most of my time in the
> > last year and a half has been dominated by ensuring my game engine will have the
> > technical infrastructure to handle this task, and I am now ready to begin
> > implementing the building portion of this game, which I am basing around the
> > LDraw parts library. I am working with a derivative of the LDLITE lexer/parser
> > (with permission from Paul Gyugyi, the original author), and am in the process
> > of modifying it to suit the needs of my application. Part of this process
> > modifying it to support the Colour Definition Language Extension instead of the
> > proprietary-to-LDLITE color metacommands currently present in the parser.
> >
> > The documentation for both version 1.0.0 of the core LDraw file format, and for
> > the Colour Definition language extension mention several language features which
> > they do not fully document. The Colour Definition language extension lists
> > "DITHER" as a valid keyword tag to be used as part of a 0 !COLOUR line, but
> > fails to document the arguments which can be supplied to it, and how they should
> > be interpreted.
> >
> > The file format document itself mentions both "Direct Colors" and what appears
> > to be a competing specification for blended/dithered colors, but does not
> > specify how either of these would appear within a part or model.
> >
> > Any information that could be provided on these language features, or the
> > prevalence of direct colors within models "in the wild" would be extremely
> > helpful to my implementation and optimization for using LDraw files within my
> > game engine.
> >
> > Many Thanks,
> > Thomas Dickerson
>
> Hello,
>
> First of all, I think you are in the wrong news group. LCD is about connections
> not colours. You probably better of in the main lugnet.cad.dev group
Apologies, I thought I was sending to the main lugnet.cad.dev group. I must have
mis-clicked. I was actually a little surprised I hadn't received a digest
containing my message, but I guess this explains it.
> Second you are right about the DITHER keyword, personally i think it is a typo
> and shouldn't be mentioned at all in the spec.
>
> Dithering is the way old software worked using color code 256 upto 511 these are
> leftovers from cga and vga times.
>
> The !COLOUR meta doesn't need dither information cause it's a fullcolour (24bit
> rgb, 8 bit alpha) spec. And imho it's upto the software interpreting the meta
> how to display those colors, hence the 'hints' like metal, rubber etc.
I was just curious, because the main file spec took the time to explain that
files which were previously dithered should now be drawn using blended colours
instead. This led me to wonder if there are still files in the wild which might
have the older style colours embedded or if I can just not worry about them.
Thanks for the help,
~Thomas
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