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Alain <kua### [at] videotronca> wrote:
> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
> always in a single channel gray levels.
Given what Stephen resorts to doing, I thought that might be the case.
BUT - I also thought that perhaps if there were a way to recolor the DF3 befor
saving, then the realistic RBG values could be _encoded_ into that false color
in such a way that they could be extracted back out of the gray value.
I need to get going, so I'll just give a quick non-binary example.
Lets say you had a single "gray value that could range from 0-999.
I was thinking that perhaps R could be factors of 100, G of 10, and B of 1.
3x8=24, 0 to 23, pow(2, 23) =
8388608
Simplistic, and it all depends on how the gray value gets calculated so that
things don't get irreversibly "mixed" - but I'll bet the 8-bit guys would puzzle
out a clever cryptographic scheme to encode all of Tetris into that little bit
of storage space ;)
If it's possible, the range of RGB of course will not be as smooth as the
original, but I believe the trade-off in saving Stephen many painful hours of
scene development would be well worth it.
DISCLAIMER:
This is all just a pipe-dream that I'm having on a Monday morning, before
coffee, without inside knowledge of how Moray or Bishop handle data, or how
DF3's get encoded.
:)
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