webGL
by Ice2642. 11/17/25 21:27
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Problem with bitmaps???
#25280
04/08/04 15:22
04/08/04 15:22
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Joined: Dec 2003
Posts: 121 Living in a fantasy world!!
Tseggena
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I'm wondering if anyone else has had this problem. I made a panel, had 32bit depth on, and inserted the bitmap in. At first I thought I was doing something wrong with the setting of the colordepth (I was getting color banding), but then tried a tga instead of the bitmap. My results: Tga on the left, Bmp on the right. And so you know, I made the TGA from the BMP that's visible there. In my image editor both look identical. To be honest, I REALLY don't care that much. They're the same filesize. I just was in a habit of using .bmp's for the longest time (current "save as" default on my editor), and I thought I was doing something wrong with my color settings. I'm just wondering if anyone else has had this problem, and just making sure anyone might be aware of it.
"To do something right takes Skill,
... To do something well takes Style!" - Me
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Re: Problem with bitmaps???
[Re: Ultra]
#25283
04/09/04 02:42
04/09/04 02:42
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Joined: Dec 2003
Posts: 121 Living in a fantasy world!!
Tseggena
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Wha? They have different compression methods for gamestudio??
The images look exactly the same in the image editor. It's only in gamestudio they look different. In that picture I showed, both are from gamestudio. In fact I made the left image from the right one.
I've never had bitmaps "butcher" any image in any other software, and they always are the same size unless I compress my TGA's, or add the Alpha Channel.
EDIT: I just did a test, and the bitmap output is the same in 16-bit to 32-bit modes. I'll ask around on the bug forum and see what's up.
Last edited by Tseggena; 04/09/04 02:51.
"To do something right takes Skill,
... To do something well takes Style!" - Me
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Re: Problem with bitmaps???
[Re: Tseggena]
#25284
04/09/04 05:21
04/09/04 05:21
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Joined: Oct 2003
Posts: 88
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no no.. the BMP and TGA formats have different methods for image compression. It's not A6 related. The BMP is a fairly old compression method. JPEG was then invented to compensate. However JPegs did not support animation. So, Gif was formed, but people didnt like how Gif compressed a series of images, so png was made. Also, each of these formats had their own variation of competition... BMP, JPEG, TARGA, etc Gif, png, (cant remember, but i know theres more) The two formats look the same in an image editor because the both images are uncompressed in the program. What is being displayed is "Raw" data. The reason it uncompresses it is so that you CAN save it under another format.
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Re: Problem with bitmaps???
[Re: Ultra]
#25285
04/09/04 05:43
04/09/04 05:43
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Joined: Dec 2003
Posts: 121 Living in a fantasy world!!
Tseggena
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Uhmm... I think you are confusing your terms and image format information.
Bitmaps usually aren't compressed. They are an older file format, however. TGA images can be either or, hence why my images are almost the exact same filesize when either in TGA or BMP (sans tga alpha). Also, quality loss via some forms of compression (lossy) is usually visible in image editors, while sometimes not being that apparent. Try opening and saving a Jpg repeatedly at a low compression factor, and you might slowly see a "checkerboard" pattern start to emerge.
Trust me, I know alot about my image formats. I've been working with them in windows since the good ol' 486 and MS Paint.
But besides that, this has nothing to do with the file format. I tried running 3dgs at 16 and 8 bit modes, and nothing changed with the tga's. I had to alter my actual desktop color to 16.. and then the tga and the bmp looked the same.
For some reason the tga's are at 24-bit, and the bmp's at 16-bit in gamestudio.... at least for me. This has nothing to do with the image itself.
Last edited by Tseggena; 04/09/04 06:06.
"To do something right takes Skill,
... To do something well takes Style!" - Me
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