1. Graphics Doubts

Hi to all.
 I agree with Eric Dobbertin, when we read and display a BMP file in the
screen, a rectangle wich color variate with the palette used appear around
the corners of screen. I'd like to know if anyone have a solution to
this...
 Another thing is: why I can't turn the background color when a bitmap is
being displayed in screen?
 And finally, how much colors Euphoria can suport? (please, don't send me
projections and proportions, I really want to know in numbers, like 16
colors, 256 colors, 16800000 colors <-- WOW!).
 Thanks to all..

Eduardo Uemura Okada
//_ERX --> e-mail at cool at art.com.br

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2. Re: Graphics Doubts

>  Hi to all.
>  I agree with Eric Dobbertin, when we read and display a BMP file in the
> screen, a rectangle wich color variate with the palette used appear around
> the corners of screen. I'd like to know if anyone have a solution to
> this...
        Well, some color value of the palette is used, i think it is either
0 or 255, try and find out...

>  Another thing is: why I can't turn the background color when a bitmap is
> being displayed in screen?
        There is NO such thing as background color in Graphics mode,
everything is foreground color. If you set the background color it
only changes the palette (the visible color) of each pixel drawn with
color 0. BitMaps dont' have background colors too. You are asking the
wrong question...
        Why did you assume there is a background color in Graphics Mode,
Euphoria isn't a human robot that can deside what is background and
what not when you're plotting pixels.. with text it can.. the
character itself is foreground and everything else is background..but
NOT with background, no matter what some1 tells you, there is no such
thing as a REAL background color in graphics mode, there are only
some routines that assume that color 0 is the background color.
        But you can check what the palette value is of your image background
(a value between 0 and 255) and then set the color it shoudl be (
color is a combination of RED BLUE and Yellow)

>  And finally, how much colors Euphoria can suport? (please, don't send me
> projections and proportions, I really want to know in numbers, like 16
> colors, 256 colors, 16800000 colors <-- WOW!).
>  Thanks to all..
        Read Packard's tutorial, but the maximum colors support in Euphoria
is 256 colors, but you have to be in a videomode of that number of
colors (like Mode 19)

        PS You should read some tutorials like Packards one if you don't
know exactly how the basics, we can't answer your question cause you
dont' know what to ask... (i mean, your questions are sometimes
impossible and not logical)

        Sorry, i don't want to be insulting, i just don't think any answer
is capable of helping you... ... so i suggest you read some tutorials
on this stuff you can find zillions on the next, just search for
them...  (search for X2FTP for example!!)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~~~~>> Ralf Nieuwenhuijsen <<~~~~
 ~~~>> nieuwen at xs4all.nl <<~~~~

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3. Re: Graphics Doubts

On Fri, 11 Jul 1997 20:09:19 +0000 Ralf Nieuwenhuijsen writes:
>>  Hi to all.
>>  I agree with Eric Dobbertin, when we read and display a BMP file in
>the
>> screen, a rectangle wich color variate with the palette used appear
>around
>> the corners of screen. I'd like to know if anyone have a solution to
>> this...
>        Well, some color value of the palette is used, i think it is
>either
>0 or 255, try and find out...

palette color 16 is the screen border.
quick and lousy solution is.
pal_bmp = read_bitmap("someimge.bmp")
pal = pal_bmp[1]
bmp = pal_bmp[2]
pal[16 + 1] = {0, 0, 0}

>
>>  Another thing is: why I can't turn the background color when a
>bitmap is
>> being displayed in screen?
>        There is NO such thing as background color in Graphics mode,
>everything is foreground color. If you set the background color it
>only changes the palette (the visible color) of each pixel drawn with
>color 0. BitMaps dont' have background colors too. You are asking the
>wrong question...
>        Why did you assume there is a background color in Graphics
>Mode,
>Euphoria isn't a human robot that can deside what is background and
>what not when you're plotting pixels.. with text it can.. the
>character itself is foreground and everything else is background..but
>NOT with background, no matter what some1 tells you, there is no such
>thing as a REAL background color in graphics mode, there are only
>some routines that assume that color 0 is the background color.
>        But you can check what the palette value is of your image
>background
>(a value between 0 and 255) and then set the color it shoudl be (
>color is a combination of RED BLUE and Yellow)

Ralf, it is not (RED, BLUE and Yellow).
Monitors are sometimes called RGB monitors BEACUSE they use
"R"ed, "G"reen, and "B"lue
The values are {Red, Green, Blue}
The values can go from 0 to 64 in Euphoria.
In Windows and other programs they can go from
0 to 255

Examples:
Black = {0, 0, 0}
Red = {64, 0, 0}
Green = {0, 64, 0}
Blue = {0, 0, 64}
White = {64, 64, 64}

>>  And finally, how much colors Euphoria can suport? (please, don't
>send me
>> projections and proportions, I really want to know in numbers, like
>16
>> colors, 256 colors, 16800000 colors <-- WOW!).
>>  Thanks to all..

64 x 64 x 64 = 262,144
So "262,144" colors are available.
Only 256 can be used and showed at any given time
Only 256 can be stored on the palette.

Windows would support
256 x 256 x 256 = 16,777,216

>        Read Packard's tutorial, but the maximum colors support in
>Euphoria
>is 256 colors, but you have to be in a videomode of that number of
>colors (like Mode 19)
>

--Lucius Lamar Hilley III
--  E-mail at luciuslhilleyiii at juno.com
--  I support transferring of files less than 60K.
--  I can Decode both UU and Base64 format.

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4. Re: Graphics Doubts

>  And finally, how much colors Euphoria can suport? (please, don't send me
> projections and proportions, I really want to know in numbers, like 16
> colors, 256 colors, 16800000 colors <-- WOW!).
>  Thanks to all..

I think the maximum is 256 colours, though by diddling with the RGB
intensities of each colour number, you can have a choice of *ANY* 256
colours if the default palette is not to your liking.

David Gay
"A Beginner's Guide To Euphoria"

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5. Re: Graphics Doubts

>  And finally, how much colors Euphoria can suport? (please, don't send me
> projections and proportions, I really want to know in numbers, like 16
> colors, 256 colors, 16800000 colors <-- WOW!).
>  Thanks to all..

while euphoria can only support 256 colours "truly", there is a way
(ahem this is to all those weirdos who were making that gfx library
also) to support 18-bit colour (approx 262 000), also known as "fake
hi-colour"

it goes like this, in your palette of 256 colours, make 63 reds, 63
greens and 63 blues, ranging from the darkest to the brightest
intensity...  then plot a red, green and blue pixel right beside each
other (you'll need hi-res to make this look good) and presto you've
got 262 000 colours...

this might be a little confusing i don't know...  if needed i can
explain a little better




 .   o   O  Mike Burrell  O   o   .
.  o O burrellm at geocities.com O o  .
  .  o  O mikpos.base.org O  o  .

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6. Re: Graphics Doubts

On Fri, 11 Jul 1997 Mike.Burrell at GEOCITIES.COM wrote:
> while euphoria can only support 256 colours "truly", there is a way
> (ahem this is to all those weirdos who were making that gfx library
> also) to support 18-bit colour (approx 262 000), also known as "fake
> hi-colour"
>
> it goes like this, in your palette of 256 colours, make 63 reds, 63
> greens and 63 blues, ranging from the darkest to the brightest
> intensity...  then plot a red, green and blue pixel right beside each
> other (you'll need hi-res to make this look good) and presto you've
> got 262 000 colours...

Make a demo and a TGA converter.  Of course, the apparent resolution is
like 340x256 on a 10424x768 screen...

Michael Packard
Lord Generic Productions
lgp at exo.com http://exo.com/~lgp
A Crash Course in Game Design and Production
http://exo.com/~lgp/euphoria

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7. Re: Graphics Doubts

> Make a demo and a TGA converter.  Of course, the apparent resolution is
> like 340x256 on a 10424x768 screen...
>
> Michael Packard
> Lord Generic Productions
> lgp at exo.com http://exo.com/~lgp
> A Crash Course in Game Design and Production
> http://exo.com/~lgp/euphoria

 Hi to all.
 Michael, you said TGA converter, I know that is something like graphic
mode, but can you explain to a beginner what it really signifies?
 Wait answer, of all that can explain it to me.
 Thank you.

Eduardo Uemura Okada
e-mail: cool at art.com.br

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8. Re: Graphics Doubts

> Make a demo and a TGA converter.  Of course, the apparent resolution is
> like 340x256 on a 10424x768 screen...

well actually it would be either 340x768 or 1024x256, but you get the
idea :>

anyway i know absolutely nothing about tga except that it isn't used
very often :D where can find some documentation?



 .   o   O  Mike Burrell  O   o   .
.  o O burrellm at geocities.com O o  .
  .  o  O mikpos.base.org O  o  .

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9. Re: Graphics Doubts

On Sat, 12 Jul 1997 Mike.Burrell at GEOCITIES.COM wrote:
>
> > Make a demo and a TGA converter.  Of course, the apparent resolution is
> > like 340x256 on a 10424x768 screen...
>
> well actually it would be either 340x768 or 1024x256, but you get the
> idea :>

nope, it'd be 340x256, you'd need to dither in BOTH directions or you
screw up the aspect ratio of the image. In 1024x768 the pixels are roughly
square, so just going 3 times as wide is wrong. You'd need 9 pixels for
each pixel approximation, but that's ok, because you can span the whole
16 million color space with a 9 pixel dither.


> anyway i know absolutely nothing about tga except that it isn't used
> very often :D where can find some documentation?

I'll send you a spec.

Michael Packard
Lord Generic Productions
lgp at exo.com http://exo.com/~lgp
A Crash Course in Game Design and Production
http://exo.com/~lgp/euphoria

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10. Re: Graphics Doubts

> > Make a demo and a TGA converter.  Of course, the apparent resolution is
> > like 340x256 on a 10424x768 screen...
>
> well actually it would be either 340x768 or 1024x256, but you get the
> idea :>
>
> anyway i know absolutely nothing about tga except that it isn't used
> very often :D where can find some documentation?

The tech spec can be found at Wotsit's File Format Collection, I
don't remeber the URL, but in my hompage "link" sections it is.

Regards,
  Daniel Berstein
  danielberstein at usa.net
  http://www.geocities.com/SiliconValley/Heights/9316

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