Fafalada said:
Thank you very much.
I think it looks very decent, considering the compression ratio, the 2bit picture is especially impressive.
Of course, when mapped to actual geometry, and depending on the tessellation of that, the bit-cost is going to increase a bit, but not by much.
It was predictable that RMS wouldn’t “like†this kind of compression, but to the human eye the artefacts and errors look more acceptable than Block Truncation errors for example.
Actually the artefacts look more “analogueâ€, a bit like a bad photograph, with graininess and “off key†colours.
Maybe the “anaemic†look could be cured by tweaking the brightness of either texture a bit, and the blockyness could probably be improved, by doctoring the colour texture manually?
I meant, who first came up with the idea of interleaving two CLUT images?
I suppose the closest you can get to that is to credit whoever created the first graphic chip to support bitplanes - so that would date what, 20-25 years back? Someone better familiar with history can perhaps dig up a name.
Well the Amiga is nineteen years old, and it had bitplanes, so the invention is probably a quite a bit older than that, because usually inventions tend to take some years from conception, untill they get used in consumer electronics.
I once read that Jay Miner got inspiration from flight simulators, for the some of the graphics modes, so maybe there?
Simon F said:
Interesting. I didn't know that. Ironic, I suppose, since I used to work for the company I believe he set up, i.e, "Cintel".
A bit off topic, but for those it might interest: Specwise one of his experimental colour models was actually, in some ways superior to current television standards, it had 600 lines and did progressive scan.
The superiority was only on paper of course. Reaction time of the light used, was very slow so the horizontal resolution was pretty low, and it used simple back projection, on a glass plate. Among other things, that brought the quality down considerably.
Guden Oden said:
Anyway, why not break up colorful images into smaller pieces? I mean, GS don't like large polys anyway, right? So, what happens if you butcher that girl up in like three horizontal chunks?
What about the seams where the bilinear lacks? You could fix that partially, by overlapping the textures by one alphablended texel on the colour map, at the expense of one CLUT entry, but the luminance map already only has 4 colours as it is, so you couldn’t do the same there.
Actually I once suggested something similar:
http://www.beyond3d.com/forum/viewtopic.php?p=62480&highlight=clut#62480
(thirteen posts from the top).