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Prime pix & tutorial on avoiding streaks
01-17-2014, 09:13 AM
Post: #11
RE: Prime pix & tutorial on avoiding streaks
Hello

(01-11-2014 12:53 AM)eried Wrote:  Very nice gallery. I am impressed how noticeable is this bit limitation in the Sky/Pacific sea image you show as example in your webpage. Now the question is if this is a limitation in DIMGROB_P or in the calculator 'graphical system' (PIXEL_P accepts 8 bit R,G,B values).

If you think about it, 32K colors sounds like a LOT!
however, if you are only playing on one color plane (let us say blue, for sky), and then only using a small band of it (like 50% of the possible choices because you do not go to full blue, no do you go to full white), with 5 bits, this leaves you with only 16 colors to play with... ie, 16 bands...

32K colors was chosen because:
- well, who needs more on a calculator (obviously, everyone!)
- It reduces memory use, in turn, this reduced RAM and CPU useage to manage the extra RAM. It also reduces power consumption as only 1/2 as much memory as a 16M color system would need to handle.

At the moment, graphic system, in Idle needs to process 320*240*2(bytes per pixel)*60(hz) bytes per second = 9MB!
moving to a true color would need 18MB of bandwidth per second...

Cyrille
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RE: Prime pix & tutorial on avoiding streaks - cyrille de brébisson - 01-17-2014 09:13 AM



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