Hi Monte, on Thu Aug 24 2017, Monte Goulding wrote: > webM would require a reasonable size refactor to players because > we would need to wrap a custom player around the library and then > decide which player to use depending on the movie file. > webP on the other hand looks like it could be added without any > refactoring, however, as you can imagine there is a _lot_ of work > in adding an image format. It could be that such work is justified > by the HTML5 project to help with file size. Failing that and given > there’s a workaround of not using the format I imagine it would take > a business services contract or an open source contribution to get > it done. Then there’s considerations like whether adding the library > to the engine is comparable in size to any savings one might make > using the format. Not an issue for a browser that displays many websites > but for us it would make the project a net loss.
I agree about webM, but savings in storage space provided by webP are the best reason for implementing this image compression format within LiveCode engine. WebP format is between 60 and 40% smaller than JPG images providing much better image quality. WebP compress flat color graphics (with transparency) much better than PNG or GIF. This is not a guess based on visual comparisons. Anyone could confirm these numbers, installing these files and programs in their own computer: 0) Download these Standard Test Images or use your own images: http://sipi.usc.edu/database/ http://r0k.us/graphics/kodak/ http://links.uwaterloo.ca/Repository.html 1) Convert these TIFF and PNG images to WebP (100% Quality) and (80% Quality) https://developers.google.com/speed/webp/download Convert these TIFF and PNG images to JPG (100% Quality) and (87% Quality) using GIMP, ImageMagick or your favorite image conversion software. Notice that webP images are between 60% and 40% smaller than visually equivalent JPG images. 2) Install ImageMagick: https://www.imagemagick.org/script/download.php and compare original TIFF and PNG images with compressed webP and JPG using any or many of these algorithms that measure the differences between images: AE absolute error count, number of different pixels (-fuzz effected) DDSIM structural dissimilarity index FUZZ mean color distance MAE mean absolute error (normalized), average channel error distance MEPP mean error per pixel (normalized mean error, normalized peak error) MSE mean error squared, average of the channel error squared NCC normalized cross correlation PAE peak absolute (normalized peak absolute) PHASH perceptual hash for the sRGB and HCLp colorspaces. PSNR peak signal to noise ratio RMSE root mean squared (normalized root mean squared) SSIM structural similarity index For example: magick compare -metric SSIM Peppers.tif PeppersQ100.webP result01.png magick compare -metric PSNR Peppers.tif PeppersQ100.webP result01.png Results are mind opening and confirm these findings: https://developers.google.com/speed/webp/gallery Remember that just 10 years ago (when Internet speed was only 56k), JPG and GIF ruled the web, Flash movies were harmless fun, PNG was just another novelty and SVG was a gleam in the eyes of their creators. Today, computers are much, much powerful than 10 years ago and image compression algorithms have advanced using this new computer power. Could you believe that an Android tablet from 2015 (that cost me only 5 dollars) could play HD video much, much better than an Intel Atom PC from 2005? (that cost more than 200 dollars) Today, WebP and WebM could be only the new kids on the block of image formats, but in a near future wavelet and fractal compression could rule, offering better quality and smaller file size than current image formats. Please, before ruling out completely the opportunity to include a modern compressed image format like webP, read the FAQ and API: https://developers.google.com/speed/webp/faq https://developers.google.com/speed/webp/docs/api Al _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode