Yesterday, I implemented the last remaining bit Urban Runner needed for 16bit graphics support, making all my dithering exploits useless. 🙂 Continue reading “All Beauty Must End”
Tag: Dithering
bookmark_borderShallow Beauty
Well, here’s my final follow-up to the dithering stuff.
I actually grew a bit weary of fiddling with it, so pardon me that this post won’t be long. This will also be my last one about this, too… Continue reading “Shallow Beauty”
bookmark_borderMore Beauties to Dither
This is just a quick follow-up to the dithering post.
Firstly: Yeah, it’s kinda late. Unfortunately, I have been busy with RL and didn’t have much time to work on Gob.
Secondly: Sorry Seldon, but I didn’t get much out of your posts. As far as I understood, it’ll only lead to a lookup that’s far too complex for my needs. The point is a bit moot now anyways, as you can see below. But thanks all the same! 🙂
The actual reason reason for this blog entry is that I did fiddle with the code a bit, though. In some spare minutes, I’ve asked my coworkers/bosses about my problem and they’ve suggested using a more crude approximation of the distance function, namely
ABS(x1 – x2) + ABS(y1 – y2) + ABS(z1 – z2)
This would remove the need for the costly multiplication. Whether it still looks good is a thing to try out. Which I did, and it does. Continue reading “More Beauties to Dither”
bookmark_borderDithering Beauty
As a start, I’d like to talk a bit about dithering.
When I found out that Urban Runner’s VMD use the Indeo 3 codec for video frame data, I was a bit crushed: The resulting frames are in true color (in the YUV colorspace) and ScummVM doesn’t (yet?) support a true color mode for game graphics — only paletted 8-bit colors.
So at first, to test the Indeo 3 decoder (copied from the great FFmpeg project), I just wrote the frame to files. The results looked, after fiddling a bit, like that: Continue reading “Dithering Beauty”