Subject:
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Re: Color Definition for Dull Silver
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Newsgroups:
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lugnet.cad.dev, lugnet.cad.ray
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Date:
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Wed, 24 Sep 2003 00:19:19 GMT
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Viewed:
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2996 times
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In lugnet.cad.dev, Don Heyse wrote:
> I agree with Cary and Steve that dithering should go.
Actually, I want to keep dithering.
> Who needs it?
Shrug. I dunno.
> The renderer should be able to convert from true color to dithered
> colors if the display is underpowered. If you must have it for some
> special effect like pearlescent sprinkles, then add it to the material
> section. So colors should be 0xAARRGGBB because that's the way
> I like to parse them. AA should be somewhere between FF and 00 for
> transparent colors. (perhaps 80?)
I'm OK with AARRGGBB, if everyone agrees with that.
I'd recommend that programs recognize a variety of semi-standard formats,
specifically:
#AARRGGBB
0xAARRGGBB
AARRGGBB
INDEX(nnn) // LDraw color index
If AA is not specified, it should be assumed to be 255 (ooo, tough one - have to
differentiate #00FFFFFF from #FFFFFF).
For the sake of the ldconfig.ldr, I recommend we pick one format to 'recommend' --
probably #AARRGGBB, since it's the shortest and more people (I suspect) are familiar
with #RRGGBB from HTML.
> I think the true color edge colors need the high bits to distinguish
> them from color indices, so I vote for 0x2RRGGBB for that.
I'd rather default to straight ARGB values, and have a special notation (ie, INDEX())
to flag when an LDraw code is used instead of a color value.
> Multiple material properties are separated by the word MATERIAL.
>
> Contrived examples with completely bogus colors.
>
> 0 // Index ColorName EdgeColor Color ARGB Materials
>
> 0 COLOURDEF 33 TransBlue 0x2002266 0x800020A0 MATERIAL transparent
Other than the see-throughness, does transparent have different material properties
than standard opaque?
> 0 COLOURDEF 256 RubberBlack 0x2000000 0xFF212121 MATERIAL rubber
> 0 COLOURDEF 334 ChromeGold 15 0xFFC40026 MATERIAL metallic SHININESS
> 15
> 0 COLOURDEF nnn PearlyTan 0x2808080 0xFFC40026 MATERIAL pearly 0x80123456
In general, I agree with this. We'll want to be careful with MATERIAL values;
'metallic' and 'pearly' can be confused. And, I want an optional DITHER key:
0 COLOURDEF 64 OddLilac index(8) #EEFFFFFF DITHER #EEFF00FF
Does it serve a purpose? Not really. Does it hurt to support it? Not really.
If you'd rather propose a STIPPLE attribute, I'm open to that.
Steve
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Message has 1 Reply: | | Re: Color Definition for Dull Silver
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| (...) Ok, I was agreeing with your proposal to make it optional and relegate it to the end of the line with the MATERIAL properties. And hopefully it'll never be used, except possibly to reproduce a texture that's stippled in real life like the (...) (21 years ago, 24-Sep-03, to lugnet.cad.dev, lugnet.cad.ray)
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Message is in Reply To:
| | Re: Color Definition for Dull Silver
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| (...) On that note, let me toss in my $2. I agree with Cary and Steve that dithering should go. Who needs it? The renderer should be able to convert from true color to dithered colors if the display is underpowered. If you must have it for some (...) (21 years ago, 23-Sep-03, to lugnet.cad.dev, lugnet.cad.ray)
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