On Thu, 12 Nov 2009 12:07:17 +0800 Brian Wang <brian.wang.0...@gmail.com> said:

> [ snip ]
> > I really want to know screenshots of it. Really, Raster would know the
> > lack of dithering and blockier gradients because he has "eagle's
> > eyes", but generally you see minor glitches most people will not
> > notice. The biggest one so far is blending white on white, but I even
> > worked it around and it should handle this special case (giving you
> > white instead of green-ish gray).

"use the 32bit software engine" is my advice. yes. it is slower. but the
quality is higher and it is complete. the things you see in these shots are:

1. 16bpp engine does no smooth scaling. so scaling is nearest picking of pixels
always. if smooth is set on or off.
2. the font garbage is the 16bpp enigne not handling bitmap fonts. the 32bpp
engine does, if the font has a bitmap for a glyph.
3. imges are converted to 16bpp (from 32) on load with dithering. thus the odd
colors and "boxy speckles".

things you haven't seen yet...

16bpp engine doesn't do maps. eg this:
http://www.youtube.com/watch?v=6tuVSkrdjiE
http://www.youtube.com/watch?v=edLTo61dIgA

(it's new, but i am not going to add it to the 16bpp engine. only generic 32bit
software and gl. gl is half done atm).

you can't use argb image for rendering data. last i checked yuv video wasnrt
handled. the 16bit engine is a subset of evas's rendering abilities with a drop
in quality in a tradeoff for speed.

> These are all captured on my x86 box:
> 
> Home screen:
> http://cool-idea.com.tw/brian/x11-home.png
> http://cool-idea.com.tw/brian/x16-home.png
> 
> Music:
> http://cool-idea.com.tw/brian/x11-music.png
> http://cool-idea.com.tw/brian/x16-music.png
> 
> The artifacts are easily noticeable.  The background image's gradients
> are of 'big' steps.  The artifacts are even more obvious on my
> device's LCM, which is of lower DPI.  Is it due to the colors or the
> scaling?
> 
> For the 'music' x11-16 screenshot, the text is all broken.  IMHO, this
> is due to my font, which is a truetype font with bitmaps info for
> smaller font sizes (bitmap for smaller font and scaler for larger font
> since scaler Chinese font look bad for small text).
> 
> >
> > For instance Canola2 use 16bpp which very colorful and rich visual.
> > Actually I wrote 16bpp engine for Canola2 project and designers were
> > always carefully checking all the details:
> >
> >    http://openbossa.indt.org/canola2/
> 
> Yes, I've seen the demo.  Very cool visuals.  I just knew that it uses
> 16bpp...
> 
> >
> > I'd recommend watching out rectangle colors that are supposed to match
> > image colors. Remember that 16bpp is RGB565, that is 5 bits for both
> > red and blue, 6 for green. So you basically discard the lower bits of
> > each full 0-255 values in 32bpp. But for images we apply dithering
> > when converting from 32->16 in order to avoid blocky gradients and
> > such, for those cases you will likely get different color (1 value up
> > or down) for each component based on nearby pixel.
> >
> > The safest thing to do is to calc 16bpp colors using:
> >
> > dr = (r >> 3) << 3
> > dg = (g >> 2) << 2
> > db = (b >> 3) << 3
> >
> > The attached script should help you in your task.
> 
> Do you mean that I have to manipulate each image to make it use only
> the upper 5/6/5 bits for R/G/B?
> 
> 
> >
> > Again, send some screenshots so we can know what you mean.
> 
> As above.
> 
> Thanks. :-)
> 
> 
> brian
> 
> >
> > --
> > Gustavo Sverzut Barbieri
> > http://profusion.mobi embedded systems
> > --------------------------------------
> > MSN: barbi...@gmail.com
> > Skype: gsbarbieri
> > Mobile: +55 (19) 9225-2202
> >
> 
> 
> 
> -- 
> brian
> ------------------
> 
> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
> http://cool-idea.com.tw/
> 
> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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