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Thread: Build 12: Color Depth

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    Build 12: Color Depth

    When I set my app to Color Reduction, what does it convert the images to, what is the converted color depth, etc?

    Thanks


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    Re: Build 12: Color Depth

    Generally it is half the color quality.
    It goes from 16.777.216 colors down to 65.536 for images with no alpha channel. This should not be much of an issue in most cases though. Best is to leave color compression ON by default and only disabling it on the objects where you see any noticeable loss of quality.

    The amount of different shades you can describe with N bits is 2^N.

    Without color compression:
    A 24bit RGB (R8G8B8) image can therefore contain 2^24 shades = 16.777.216 colors
    A 32bit RGBA (R8G8B8A8) image can contain 2^32 shades = 16.777.216 colors * 256 shades of alpha

    With color compression:
    No transparency RGB: (R8G8B8) -> (R5G6B5) 65.536 colors
    Transparent color RGB: (R8G8B8) -> (R5G5B5A1) 32.768 colors * 1 shade of alpha (opaque or completely transparent)
    Alpha channel RGB: (R8G8B8A8) -> (R4G4B4A4) 4.096 colors * 16 shades of alpha

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    Re: Build 12: Color Depth

    Thanks!


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    Re: Build 12: Color Depth

    Does it intelligently choose which colours to keep or does it have a pre-defined palette of colours which it uses?

    That is to say, if my object has 60,000 colours does that mean that my image will actually look the same, every time? Or does that mean that some of the colours will be removed?

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    Re: Build 12: Color Depth

    Andos very good explanation, thanks ...

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    Re: Build 12: Color Depth

    It is not palletized, it will uniformly remove colors over the entire spectrum. For example you might be able to notice it when you have large gradients that go from two colors somewhat close to each other.
    I should probably make some comparisons for people to see.

    One nice example: The original Zeb game was only 256 colors, you could use all the color compression on that game without ever loosing any color quality as it was already using colors that exists in the reduced set of colors.

    If you want to know if a certain color is in the set, you can again do a little math:

    A color compressed channel can either use 4,5 or 6 bits (depending on the format).
    That means that there can either be 16 shades, 32 shades or 64 shades. That value will then be mapped into the [0..255] range on the screen.

    I made a small 1 minute MMF2 app to give me the values:

    Possible values for a 4bit channel:
    Code:
    0
    17
    34
    51
    68
    85
    102
    119
    136
    153
    170
    187
    204
    221
    238
    255
    Possible values for a 5bit channel:
    Code:
    0
    8
    16
    24
    32
    41
    49
    57
    65
    74
    82
    90
    98
    106
    115
    123
    131
    139
    148
    156
    164
    172
    180
    189
    197
    205
    213
    222
    230
    238
    246
    255
    Possible values for a 6bit channel:
    Code:
    0
    4
    8
    12
    16
    20
    24
    28
    32
    36
    40
    44
    48
    52
    56
    60
    64
    68
    72
    76
    80
    85
    89
    93
    97
    101
    105
    109
    113
    117
    121
    125
    129
    133
    137
    141
    145
    149
    153
    157
    161
    165
    170
    174
    178
    182
    186
    190
    194
    198
    202
    206
    210
    214
    218
    222
    226
    230
    234
    238
    242
    246
    250
    255
    So if an image gets compressed into a R5G6B5 format, you can find the possible red values in the second table, the green values in the third table and the blue values in the second table.

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    Re: Build 12: Color Depth

    That makes sense Andos. I'll keep it in mind. Thanks!

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