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On 12/09/2017 02:13, Alain wrote:
>
> Maybe it assumed that any gray level DF3 would use only a single byte
> per voxel, and wrongly concluded that more byte per voxel meant that it
> was to be interpreted as some kind of RGB DF3.
> If that's the case, in a 3 byte per voxel format, the first byte would
> be assumed to represent red, then the next green and finally blue.
> A 2 bytes (16 bits) per voxel would be encoded as 5,5,5 or 5,6,5 bit per
> channel, and a 4 bytes (32 bits) as 10,10,10 ; 10,11,10 ; 11,11,10 or
> 10,12,10 bit per channel.
>
That makes sense.
> The DF3 is intended to be gray scale, but misinterpreted as been colour.
>
>
There was a bug fix (undocumented) not too long before I first posted
about Oosawa. So maybe that release has been removed from the site.
I found a copy of tga2df3.exe's source code on these forums.
It distinctly says:
/* read B,G,R convert to grey level */
It also gives the ratio of RGB going into the grey value. And that is
what I need to adjust the media densities in PovRay when using df3's
created by the slicing method. To use in PovRay.
So for me that is a win. :-)
http://news.povray.org/povray.unix/thread/%3C2### [at] johncoppenscom%3E/
I bet it would be possible to modify the code to produce three df3
files, one for each colour. Without rendering the animation three times
using a coloured filter (transmit) over the camera. That's how I've been
doing it.
--
Regards
Stephen
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