Well, it’s been a year since you’ve last heard from me, so I thought an update on what I’ve been doing is in order.
As this will be a tad longer, I’ll do that in two parts: This here first post will cover ScummVM-related things, while the next post will talk about eos (which you might not have heard about yet).
Continue reading “Yearly Update, Part I: ScummVM”
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”
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”
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”