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”
Notes about ScummVM's Gob engine
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”
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”