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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Generating dither-charset for 8x8-effects
OK, so apparently my 8x8-dither-charset (used in 407566) is 'horrible' :D
I found it on an old disk, so I can't recall exactly HOW I generated it, but I think it was something like this:
Place pixel of col 1 randomly, but as far from exisiting pixels as possible to avoid big 'blobs' of color forming.. Repeat until full of col1, then start placing pixels of col 2 etc.
So, what is a better algorithm? |
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HCL
Registered: Feb 2003 Posts: 728 |
Well, that sounds good, but it doesn't look like that alg was used.. Don't know. |
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HCL
Registered: Feb 2003 Posts: 728 |
My algorithm:
Load teh font editor 1x1.
Put beautiful pixel on good place.
loop:
Copy to next char.
Put another pixel which makes the char even more beautiful.
Goto loop until char is full.
That will do it :). |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: My algorithm:
Load teh font editor 1x1.
Put beautiful pixel on good place.
loop:
Copy to next char.
Put another pixel which makes the char even more beautiful.
Goto loop until char is full.
That will do it :).
My algorithm:
Rip the char set from Deus Ex. |
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enthusi
Registered: May 2004 Posts: 677 |
there is a nice one in the cc65-plasma-example from groepaz btw.
Or you can abuse GIMP to generate greyscale-dithering.
Or check old articles on color-printing-with-mono-color-printers-by-multiple-prints.
Seen some theory on dithering there.
Or check GoDot for a very nice dither-charset in the option-menu!
i.e. here, but there are more:
http://users.aol.com/howtogodot/pix/histo.gif |
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Dane
Registered: May 2002 Posts: 423 |
Quote: My algorithm:
Rip the char set from Deus Ex.
Beautifully pixeled by yours truly. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
Quote:
there is a nice one in the cc65-plasma-example from groepaz btw.
and i dont even remember wether i ripped it or if i was crazy enough to make it myself =P |
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enthusi
Registered: May 2004 Posts: 677 |
it says "generating charset" or something like that.
So its either generated or live-ripped :) |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
oh yes, you are right. there is a ghetto generator routine in C. *hides* |
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yago
Registered: May 2002 Posts: 333 |
My Algorithm is the following:
Design a nice dithered 8x8 char, with e.g. 64 intensities
matrix:
.byte 1,12, 8, 3,21, 4,36,56
.byte ...
Now you loop from 0 to 63, and plot every pixel into a char where its below the intensity from the matrix.
I might put that up into codebase64 one day, its very small, simple and the outcome (how good the dithered chars are) only depends upon the initial matrix.
This generates hires-dithering, might be adjusted for multicolor-dithering, but I never needed them.
Edit: removed double entries from matrix :-) |
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Nice algorithm yago! I adapted it to multicolor mode and was able to generate a dither-charset with a much more standard/evenly distributed dither pattern compared to mine.
I tried it on my 8x8 plasma, and while the dither itself is probably better, it actually makes the 8x8 blocks much more apparent.
So somehow the strange ("ugly" :D) charset I had generated before managed to hide the 8x8 better. Sometimes it pays off to do things the wrong way I guess! ;) |
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