High-level pixel access methods
Boudewijn Rempt
boud at calcifer.valdyas.org
Sun Feb 15 13:27:58 CET 2004
On Sunday 15 February 2004 13:20, Patrick Julien wrote:
>
> Why?
>
I'm playing with code to simulate painting with water colours. Every pixel is
made up from:
QUANTUM rd; /* Total red channel concentration */
QUANTUM rw; /* Myth-red concentration */
QUANTUM gd; /* Total green channel concentration */
QUANTUM gw; /* Myth-green concentration */
QUANTUM bd; /* Total blue channel concentration */
QUANTUM bw; /* Myth-blue concentration */
QUANTUM w; /* Water volume */
QUANTUM h; /* Height of paper surface */
(Where a QUANTUM needs to be at least 16 bits). And I can easily think of
other paint types that need even more bytes, if I get down to implementing a
wet & sticky model. I know that that's for the future, but I want the
flexibility built in.
I'm also looking into surface data like a paper height field and adsorbency
into a KisSurface class, but I still need seven QUANTUMS for water colours,
at least.
--
Boudewijn Rempt | http://www.valdyas.org/fading/index.cgi
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