Evan Martin wrote:

> ----- Original Message -----
> From: Jay <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, October 05, 1999 10:15 PM
> Subject: Re: GGI game programming
>
> > Even so, if you compresses it with a jpeg or mpeg like algorithem, you

> > could possably smear the texture edges when it is rendered with

> > filtering, alpha or not.Try this, with xpaint or the Gimp make a picture

> > with colored cicrcles layered on top of each other and save it in any

> > non-compressed format like ppm. Then use cjpeg or xv to compress

> > it (arround 60% should be good) then open them both in 2 diffrent xv

> > or display windows. It looks kinda pixeled in places there isn't even

> > suposed to be color in some places. If you biliner it now, it will look

> > like a finger painting.

>
> A compression algorithm is designed to work with a specific sort of data.
> JPEG works particularly well with "real life" pictures, where there are
> areas of similar color.  It is horrible with solids and sharp edges.
> Have you ever heard an mp3 of some relatively pure tones?  At certain
> frequencies/combinations, an mp3 sounds horrible and not like the original
> audio at all.  This is similar to your JPEG problem.
>
> If you want to compress a picture with a group of solid, an RLE algorithm
> would work much better.

RLE works really well if you have alot of the same color right by each other.
And then, it only works when it is on the same horizontal line. It worked well,
VERY well, for large palletted images because you were always going to get alot
of redundancy. Unfortunatly, with true color, it doesn't work as well. PCX,
because it is a palleted format, uses this method.

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