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-
- Personal Paint Tutorial
-
-
- Hard Disk Installation
-
- To install Personal Paint 6.4 to your hard disk, just copy the "PPaint"
- drawer to the desired location. Personal Paint does not require any
- particular Assign instructions to run, although assigning the logical
- name "PPaint" to the program directory is useful to tell the system where
- to look for Personal Paint when an artwork file is double-clicked on. If,
- for example, the "PPaint" drawer is installed in the partition named
- "Work", you could add the following command to the "S:user-startup"
- file:
-
- Assign PPaint: Work:PPaint
-
-
- Exploring Personal Paint
-
- It is very easy to explore Personal Paint by choosing from the variety of
- menus and gadgets. Once you start working with the program, remember to
- frequently save your work during each session, and make periodical backup
- copies of the entire disks. This will protect your work from mistakes,
- power failures, software errors and disk read/write problems.
-
- The gadgets on the tool bar which is displayed on the left of the screen
- may respond differently depending on the pointer's position over the
- gadget (upper or lower half), the mouse button which is used (left or
- right), and the number of mouse clicks (for cycle gadgets). For example,
- the tool to the right of the "a" text editing symbol activates the image
- processing functions. If it is selected with the right mouse button, a
- requester appears to select different image processing options. The area
- on which image processing is to be applied can be delimited by dragging
- the mouse (i.e. moving it while the left button is held down).
-
- Personal Paint is not "dangerous to use: most program requesters can be
- displayed to see what they do, and terminated by selecting the Cancel
- gadget; painting and image processing operations can be undone; warning
- messages are displayed whenever there is a risk of overwriting or losing
- some data.
-
- The tools which appear on the bar on the left of the screen can be
- selected either with the left or the right mouse button, in their upper
- or lower half. The right mouse button usually activates an options
- requester associated with the tool. The upper and lower halves of the
- tool may be selected to specify the unfilled or filled mode. You should
- try out all tools in all possible combinations (left/right mouse button
- and upper/lower half).
-
- Clicking with the right mouse button on the little number which appears
- among the predefined brushes pops up a little menu with numbers from one
- to nine. This means that up to nine different brushes can be used. The
- current number indicates which custom brush you want to use.
-
- Most painting and image processing functions make use of the current
- foreground and background color. These can be selected from the palette
- which is displayed on the screen with the left and right mouse button,
- respectively.
-
- Again, left and right mouse buttons have different effects when painting.
- The right mouse button usually clears the selected (or underlying) area
- using the background color.
-
- If quality is preferred over speed, the Floyd-Steinberg Color Remapping
- and Color Average Resize should be activated and saved with the default
- settings ("Settings" menu). If available RAM is very limited, you should
- close the Workbench screen, and use only one environment and a single
- brush. Screen modes with higher resolution and more colors require
- proportionally more memory. If you don't know whether you have a lot of
- usable RAM, or just very little, check with the Memory Information
- command.
-
- Before painting on a blank screen, you may want to choose an appropriate
- screen mode, page size and color palette ("Project/Image Format" menu).
- On Original and Enhanced Chip Set Amigas, low resolution screens (320 by
- 200) in 32 or 64 colors are normally preferred for paintings with plenty
- of colors. Higher resolutions limit the maximum number of colors, and are
- therefore used with palettes of up to 16 different colors. Advanced
- Graphics Architecture Amigas can work in up to 256 colors in most video
- modes. When you select a new screen mode, don't forget to set the page
- size (usually the same as the screen size) and the maximum number of
- colors. Setting the highest possible values is not necessarily the best
- choice, especially if there is not much RAM to work with. Objects smaller
- than the smallest possible screen can be saved as anim-brushes.
-
- Personal Paint offers many original features which you might not expect
- to find in similar programs. You can start impressing image processing
- operations with a click on a tool, use the GIF file standard to read
- thousands of 256-color images which are available, grab screens from
- other Amiga programs, output to PostScript devices adding interesting
- effects, merge different images into one (and creating one common color
- palette), reduce the number of colors used by an image and much, much
- more.
-
- If you want to see some examples of what you can do by combining
- different operations, just go on and read the following sections.
-
-
- Gradient Fill
-
- This example will show you what you can do with Personal Paint's special
- fill and line modes.
-
- Choose a high resolution screen format with 16 colors (Project/Image
- Format menu). A standard PAL or NTSC high resolution mode will do. If you
- are not annoyed by interlace mode, select an interlaced screen.
-
- Display the color palette requester (Color/Edit Palette menu). The
- requester also appears if you press <p>. Click on the first color in the
- row of colors displayed at the top of the requester. Make that color
- white by setting the R, G and B sliders appropriately (all sliders to the
- right). If white looks too bright on your monitor, move the Brightness
- knob to 80% to obtain a light gray. Then go to the second color and make
- it black (the three sliders should be moved to the extreme left). Now
- pick the next color (color position 02) and make it dark green (set H, S
- and B respectively to 137, 100 and 46). Jump to position 08 and set that
- color to light green (HSB = 82, 61, 86). Set color 09 to dark red (HSB =
- 0, 100, 66) and color 15 to pink (HSB = 11, 33, 100).
-
- Now you need to create the intermediate shades of green and red. To do
- so, click on dark green, select Create HSV Range (the gadget with a II
- over the range symbol), and click on light green. Now there should be a
- smooth transition of colors between dark green and light green. Repeat
- the process with red: select dark red, click on the Create Range gadget
- and then select pink. If everything goes well, you can select Proceed, to
- confirm the changes. Otherwise, repeat the above steps.
-
- In the color palette below the tool bar, click on black with the left
- mouse button, and on white (or gray) with the right button. This will set
- the foreground and background colors. Clear the image, if it is not
- already empty, by selecting the Clear tool.
-
- Select the smallest predefined brush (the first). You may also do this by
- typing <.> on the keyboard. Select the Empty Rectangle tool by clicking
- on the top half of the rectangle image with the left mouse button. Draw a
- large box, almost as large as the screen, by clicking and dragging with
- the left mouse button. If the box does not look like you would like it
- to, select the Undo tool, or type <u>.
-
- Pick the largest of the round brushes. Make it even larger by typing <+>
- half a dozen times (use the plus sign which appears on the alphanumerical
- keyboard, not the one on the numeric keypad).
-
- Select the continuous freehand drawing mode by clicking on the top half
- of the tool with the left mouse button. Move the pointer inside the box
- which you have created, click on the left mouse button and move the mouse
- to draw something like a snail, a worm, or an S-like shape. Release the
- mouse button when you have finished. Again, select Undo if you would like
- to try again.
-
- Now click on the fill tool using the right mouse button. The Area
- Settings requester should appear. Select the Manual Gradient Mode by
- clicking on the Gradient Mode symbol until the four boxes crossed by an
- arrow appear. Click on the Gradient Type gadget until the Shape symbol is
- selected (a circle containing four arrows should appear). If you see the
- correct symbols, select Proceed. The Gradient Fill symbol should appear
- on the title bar.
-
- Now select pink as the foreground color, and dark red as the background
- color (by respectively selecting the colors in the palette with the left
- and right mouse button). Move the mouse pointer over any point which is
- inside the box, but not over the curved shape. The mouse pointer should
- be displayed using the Fill symbol. Click on the left mouse button. This
- will take a few seconds. The background of the box should be filled with
- smooth shades of red. Now select light green (it should be just over red
- in the palette) and dark green as the foreground and background color.
- Fill the black shape inside the box as you have just done for the
- background. You should now see something like a green snail lying on a
- red cushion. If you wish, you can obtain different variations by
- exchanging red and green, or light and dark colors.
-
- If you want to experiment more applying the same techniques, you can
- select the Filled Freehand tool (use the left mouse button to click on
- the lower half of the gadget) and draw a heart-like shape. The heart will
- be softly shaded using the colors from the current foreground to the
- background color.
-
- Did you expect that you could create similar effects with Personal Paint
- and just a few mouse clicks? If you are looking for more surprises, just
- go on reading.
-
-
- Line Pattern
-
- For this short example you can use the same screen, image format and
- colors of the previous example. You will see how you can draw lines
- composed of color cycles from a sequence of palette colors.
-
- Select white (or gray) as the current background color (right mouse
- button) and clear the image with the Clear tool.
-
- Click on the Filled Rectangle tool (lower half of the rectangle image)
- using the right mouse button. This will display the Area Settings
- requester. Click on the Gradient Type gadget until the Horizontal
- Gradient symbol appears (a two-headed arrow completely contained in a
- circle). While the requester is displayed, you can choose some colors in
- the screen color palette. Select dark red as the foreground color (use
- the left mouse button) and pink as the background color (right mouse
- button). You will see how the Gradient box changes to show a smooth
- transition of red. Select Proceed.
-
- Paint a long, horizontal filled rectangle by dragging the mouse on the
- screen (left mouse button held down). It should automatically be filled
- with the colors from dark red to pink. Now click once on the Define Brush
- tool. Select a horizontal stripe inside the rectangle which contains all
- gradations of red. Then click on the Line tool using the right mouse
- button. The Line Settings requester will appear. Cycle the Line Type
- gadget until Colored Pattern appears. Then click on the gadget
- corresponding to the first brush (assuming that this is the brush you
- have already defined). This will create a line pattern which uses the
- colors that appear on the topmost line of the brush. Click on Proceed to
- remove the requester. The Line Pattern symbol will appear on the title
- bar.
-
- Now select the large, round, predefined brush, and start drawing some
- lines or freehand curves of different lengths. You will notice that the
- path is made up of all the colors in the range which was originally
- enclosed by the brush. You may try several variations by redefining the
- color palette with different color spreads. By selecting the shaded
- brush, applying Brush/Rotate/Horizontal Flip and pasting the new brush to
- the left or right of the original pattern, you can create "ping-pong"
- color transitions (with colors softly changing back and forth).
-
-
- Combining Text Editing, Image Processing and Stencils
-
- You could start this session using the same screen mode, page size and
- color palette selected for the previous examples.
-
- Select light green as the current background color (right mouse button)
- and clear the image with the Clear tool.
-
- Click on the Text tool with the right mouse button. This will display the
- Font Selection requester. If you have many fonts, it will take the
- operating system a few seconds to scan through all of them. Personal
- Paint will then show you all the fonts which are available. Click on
- "Topaz 9 oetf". This is a standard ROM-font which should be available on
- all systems. (If you have a better font, use it.) In the Font Attributes
- text gadget, change the 9 to 20, append an 's' after the other characters
- and press <Return>. If you have version 2.0, or a higher version of the
- operating system, you should now see an enlarged version of the Topaz
- font. Click on Proceed.
-
- Select black as the foreground color, move the cursor to the center of
- the screen and type a short sentence. Now use the right mouse button to
- select the Image Processing tool. Double-click on Blur Low. The requester
- should disappear.
-
- By dragging the mouse while the left mouse button is held down, select an
- area of the screen which is sufficiently large to contain the text you
- have just typed, with a margin of several dozen pixels. Line by line, you
- should see the text being "blurred". This effect is useful if you want to
- anti-alias a text typed with a font which has visible "steps", or to
- smoothly merge a text with the background.
-
- Now let's try again, but blurring the pixels which make up the text
- without affecting the background. Select Undo to cancel the effects of
- applying image processing to the text. Select the Edit Stencil requester.
- Put a checkmark on the light green box by clicking on it. Select Proceed.
- The Stencil Mode symbol should appear on the title bar. Select Blur High
- after clicking on the Image Processing tool with the right mouse button.
-
- Apply image processing again by redefining the area to be processed. The
- background should remain intact, while blurring should change the outer
- parts of the characters, making them look a bit like oxidized copper.
-
- Try another text color: select dark red and click on the Filled Rectangle
- tool (left mouse button, lower half of the rectangle). Since the
- background color is still "protected" by the stencil, you can change the
- text by painting a rectangle over it. Try blurring again. Then disable
- the stencil by typing <`> on the upper left of the keyboard: the stencil
- symbol should disappear from the title bar.
-
- Now you can repeat all of the above combinations using different text and
- background colors, changing some colors in the palette, applying
- different effects (like Blur High, Randomize High, etc.), activating the
- F-S Error Diffusion option in the Filter Selection requester, etc. You
- can use the stencil to protect the text color instead of the background
- color (in this way, you could quickly recolor the background without
- modifying the text).
-
-
- Color Reduction and Remapping
-
- This example will show you the differences between qualitative and
- quantitative color reduction, and different types of color remapping. The
- "Parrot.gif" and "Clown.gif" picture files are used in this section.
- These files are part of a collection of pictures which is available for
- use with Personal Paint. Check on the disks which come with the program.
- If you don't have these files, you may use other pictures having the same
- format, or contact your Amiga dealer. The single images are also
- available from public domain sources.
-
- If your Amiga employs the Original or Enhanced Chip Set, you do not need
- to set the screen size before loading the images used for these examples.
- If you have an Advanced Graphics Architecture Amiga, or any other Display
- Database-compatible device capable of displaying 256 colors, you must set
- the screen and image format to 320 by 200 (LowRes HBrite, PAL or NTSC),
- 64 colors. If you are using a PAL screen, or any other screen having a
- different size, remember to manually set the image size to the 320 by 200
- image format. You should not set more than 64 colors, otherwise you won't
- be able to appreciate Personal Paint's color reduction and remapping
- applied to 256-color images.
-
- Make sure that Settings/Color Reduction is set to Qualitative and
- Settings/Color Remapping is set to Simple.
-
- Select Project/Load Image and choose the file named "Parrot.gif". (On the
- data disks which are designed for use with Personal Paint, picture files
- are stored in the "Pictures" directory.) Double-click on the file name,
- or select Proceed to load the image.
-
- A warning requester might appear, indicating that the selected image has
- a format and number of colors different from the current environment
- format. If you have been working with an AA (256-color) system, and have
- manually set the screen format as explained before, select the lower
- gadget to maintain the current format (the Stretch option should be
- disabled). If you have an Original or Enhanced Chip Set Amiga, just click
- on Proceed, leaving the default gadget selection unchanged. This will
- activate the screen mode which most closely matches the format of the
- selected image, i.e. Low Resolution HBrite.
-
- The progress requester keeps you informed about the current status of
- loading and converting the image. The time it takes also depends on the
- color remapping mode and the number of colors (if the screen can display
- all image colors, there is no need to color-reduce and remap).
-
- The parrot image should appear on the screen. Select
- Project/Environment/Copy to Other, followed by Project/Environment/Switch
- (or press <j> on the keyboard). This will create a second environment,
- identical to the first one. You will notice that you are in the second
- environment from the "2:" which precedes the name of the picture on the
- title bar.
-
- Now change the Settings/Color Reduction option and choose Quantitative.
- To see the difference between the two modes, you can now load the same
- image again, repeating the same selection on the warning requester. After
- the usual progress indications, a second parrot will appear. Can you
- notice the difference at first glance? Look at the tail, and press <j> to
- switch from one environment to the other: the first parrot has a blue
- tail, while the second parrot has a gray tail.
-
- Blue shades were used very little in that image, but were important to
- render details like the tail. The qualitative color reduction method
- respects these priorities. The quantitative method, on the other hand,
- tends to preserve more shades of similar colors, as you can see if you
- observe the branches of the trees.
-
- Now we'll do another experiment to understand the difference between
- different methods of color remapping. Leave both images as they are.
- Reset the Color Reduction to Qualitative. Start from any environment, and
- load the "Clown.gif" picture. Reply to the program messages as you did
- before.
-
- Now press <j> to go to the other environment. The parrot should still be
- there. Select Floyd-Steinberg in the Settings/Color Remapping menu, and
- load "Clown.gif". Now both environments contain the image of a clown.
- Again, can you spot the difference? Look at the nose of the clown and
- press <j> a few times. Floyd-Steinberg color remapping has created much
- smoother color transitions, giving the illusion of a larger color palette
- by carefully combining different colors.
-
-
- Color Merge
-
- This example will require considerably more Chip RAM, and might not work
- on 1 Mbyte systems. It will show you how to merge the color palettes of
- different images into a common palette, so that different images can be
- viewed, overlapped and freely mixed on the same screen.
-
- Four different images will be required. If you can spend more time on
- this, select images which have different color palettes (both in the
- number of color entries, and in the colors themselves), but were designed
- for the same screen format. If all the source images have the same
- format, you can create a simple poster without having to resize each
- image in a different way. You should be able to create something like the
- "PPaint.gif" sample file, where each image occupies a quarter of the
- screen.
-
- If you have selected images with a particular format, then select the
- same format for the screen and image (Project/Image Format menu). The
- Color Merge process merges different palettes into a new palette which
- has the same number of colors as the current environment. For this
- reason, an image format with at least 16 colors should be set for higher
- quality results.
-
- Now select brush number one. You can do this either by typing <1> on the
- numerical keypad (not on the alphanumerical keyboard), or from the menu
- which appears when you click with the right mouse button on the little
- number among the predefined brushes, on the tool bar.
-
- Use Brush/Load to load the first of the four pictures. Then select the
- following brush number and repeat the process until you have four images,
- each associated to one brush. Don't be surprised if the brushes are not
- displayed with their correct colors. This is caused by the fact that the
- screen (i.e. the current environment) may probably use a different set of
- colors from the brush. Also, don't worry if you are using Load Brush
- instead of Load Image: you need to do this to be able to process
- different images at the same time. If you wanted to merge only two
- pictures, you could use Personal Paint's two image environments.
-
- Choose the Color/Merge menu item. In the requester, click on the items
- which you want to merge. In this example, it should be sufficient to
- click on the gadgets associated to the first four brushes. If the gadgets
- are shadowed, you probably forgot to change the brush number before
- loading a new brush. Select Proceed to see Color Merge in action.
-
- If you didn't select Current in the merge requester, you have to select
- Color/Palette/From Brush to apply the brush palette to the current
- environment. Now you can cycle through all of the brushes to resize them.
- This time, as each brush is selected, it is also displayed properly on
- the screen. If you notice that a brush is deformed, i.e. it is too tall,
- or too wide, apply Halve Vertical or Halve Horizontal. Otherwise, if the
- brush is simply too large, select Halve from the Brush/Resize menu.
-
- Now you have four brushes which are small enough to be manipulated and
- combined on the screen. For most Amiga users with some graphics
- experience who see four completely different pictures on the same screen,
- it is a surprise to discover how few colors need be used. Paste the
- brushes on the screen to create an image like "PPaint.gif", or
- "ColorMerge.gif".
-
- You could apply some variations to the process described here. For
- example, you could activate the Color Average Resize option in the
- Settings menu. This would considerably slow down resizing operations, but
- would also improve the quality of brush resizing. Alternatively, you
- could set the Color Remapping option to Floyd-Steinberg. In that case,
- however, you would have to first resize the images, and then execute the
- color merge. Otherwise, resizing the brushes would alter the
- Floyd-Steinberg patterns created by the color merge and remapping
- process.
-
- If you want to save the image, use Project/Save Image. When choosing the
- file format, keep in mind that GIF files generally occupy less space than
- other formats, whereas IFF-ILBM is the standard which will allow you to
- exchange data with most other Amiga software. If you like special effects
- on your Workbench, you may want to use colored picture-icons.
-
- To conclude this example, click on <F9> to hide the tool bar with the
- color palette. Then look at the screen: can you remember how many colors
- you used?
-
-
- File Formats
-
- Personal Paint and other Cloanto programs use external input/output
- modules to read and save data in different file formats. I/O modules can
- be added to extend the software without replacing the main program. The
- modules are standard Amiga libraries, which can be stored either in LIBS:
- or in the local directory (e.g. "PPaint:libs"). If libraries exist in
- both places, the software determines which library is newer, and uses
- it.
-
- Each library may support more than one file format. Some formats may be
- available only as read formats or only as write formats. For example,
- images can be written as C source code, but they cannot be read back from
- that format (a C compiler would be able to process such a file). The
- Plasma module instead, generates synthetic images, and is only an input
- module.
-
- Some libraries have configuration options which can be set by the user
- from the file requester, or through the ARexx programming interface. By
- default, it is not necessary to change the file format options, which are
- preset in a way which guarantees compatibility, efficiency and processing
- speed. When a file is saved in the same format in which it was loaded,
- the settings originally associated to the file format are preserved
- (unless they are explicitly changed). For example, if an IFF-ILBM image
- without screen mode information is loaded and edited, it is then saved
- back without this information.
-
- ILBM, PNG, GIF and other file formats usually employ 24-bit color
- palettes, but not all non-AGA Amiga screen modes have a 24-bit color
- resolution. Personal Paint always encodes palette colors using 24-bits
- ("true color") for higher quality, but colors may be rounded to the
- closest Amiga color step (12 bits, i.e. 4 bits for each Red, Green and
- Blue component, on original Amiga architectures) when they are copied
- into the environment palette. In order not to lose color resolution when
- loading an image and saving it again, you can set the read-only settings
- REDBITS, GREENBITS and BLUEBITS to 8. This does not apply to brushes,
- which can be loaded and saved without changes to the palette granularity
- by Personal Paint, regardless of the current video mode color
- resolution.
-
- It should be kept in mind that Personal Paint is a palette-based program
- which can perform professional conversions from true color (24/48-bit)
- data to palette images, but it cannot save back using true color formats
- such as JPEG (or true-color-mode PNG, PCX, IFF or others), the only
- exception being true color (8-bit) grayscale images which can be edited
- as palette-based images (up to 256 levels of gray), and saved as true
- color images in formats such as PNG.
-
- When loading a file, the "AUTO" file format option indicates that the
- file format should be detected automatically. If more than one loader
- exists for a specific file format (e.g. DataTypes, SuperView and/or a
- specific Cloanto I/O module), it may be useful to manually select the
- preferred loader. Otherwise, the first loader from the top of the list
- which recognizes the format is used.
-
- The following sections list various file formats supported by the I/O
- modules which can be used with Personal Paint. Options are explained only
- once, even when they are common to several formats. The section "Personal
- Paint for Authors" of this tutorial chapter explains some practical
- applications of the various formats.
-
- Note: this version of Personal Paint does not contain all of the I/O
- modules mentioned (formats like GIF, Photo CD, JPEG and BMP are missing
- in part due to licensing restrictions, while formats like TIM are
- supported only from Personal Paint version 7.1).
-
-
- IFF ILBM
-
- IFF ILBM (from "Interchange File Format - InterLeaved BitMap") is the
- Amiga standard format. It is very fast, and compatible with most Amiga
- applications, although it does not compress as well as PNG and GIF.
-
- This format supports stencils and transparencies. If a stencil (color
- mask) is active, it is saved with the image. The ILBM format is also
- capable of storing 24-bit data and Amiga HAM and HAM8 images, which
- Personal Paint can load. Comments (Author, Copyright, Annotation) are
- also supported.
-
- Options include Compression (activates or disables compression) and
- Screen Format (specifies whether to save screen format information with
- the image).
-
-
- PNG
-
- The PNG (Portable Network Graphics) format is the newest and the most
- advanced of all the formats supported by Personal Paint. Personal Paint
- was the first paint program worldwide to support PNG. PNG offers the best
- compression of all file formats, and manages both palette-based and true
- color (up to 48-bit) images. PNG can store transparency information, as
- well as comments.
-
- The Automatic option determines whether the library should check the
- palette and determine if it is a grayscale palette, and only in that case
- automatically save the image in a special grayscale type of PNG, which is
- more efficient. An image is considered grayscale if the palette contains
- 2, 4, 16 or 256 entries being a perfect set of black-to-white shades.
-
- The Progressive Display option means that the image is stored in a way as
- to support progressive display during load. This increases the file size,
- but allows for some types of mostly online (Internet) viewers to allow
- for a preview which is raw at the beginning, and progressively more and
- more detailed.
-
- The compression level can be set from minimum (one) to maximum (nine).
- The maximum compression level takes longer to compress, but it does not
- affect decompression.
-
-
- GIF
-
- GIF (Graphics Interchange Format, officially pronounced "jif") is a very
- well-established graphics format, especially on the Internet. Its
- popularity is only menaced by patent issues which make it necessary to
- pay a royalty to Unisys Corporation for each piece of GIF software sold.
- For this reason, the GIF input/output library is not included with all
- versions of Personal Paint, especially those manufactured by third
- parties under license from Cloanto.
-
- GIF compresses much better than ILBM, and almost as well as PNG. It
- cannot store true color data.
-
- The GIF library includes an option to select between the GIF87a and the
- GIF89a specification. GIF89a supports comments, transparency information,
- and animation. The Frame load option allows the user (or Rexx client) to
- specify a specific animation frame to be loaded.
-
-
- BMP
-
- The library included with Personal Paint supports both the Windows and
- the OS/2 version of the BMP (BitMaP) format.
-
- This format supports palette-based and 24-bit true color images. The
- Windows variant supports two types of compression (RLE4 and RLE8, used
- for images having more than 16 colors), but not all BMP loaders support
- compression.
-
-
- PCX
-
- PCX (ZSoft Paintbrush File Format) is the format originally preferred by
- simple MS-DOS paint and scanner programs. This format supports
- palette-based and 24-bit data.
-
- Internally, different PCX subformats are used in order to achieve best
- compatibility with existing PC systems. Two-color images are saved as CGA
- monochrome files. In this format, a few image loaders may assume color 0
- to be black, and color 1 to be white. In such a case, the two colors
- should be exchanged in Personal Paint's palette before remapping and
- saving the picture. Images with 4 or 16 colors are stored as EGA/VGA
- 16-color files (adding extra empty planes if necessary). Images with more
- colors are stored as 256-color VGA files.
-
- The Compatibility option, required to exchange data with some programs,
- forces the library to only use a rigid set of PC palette sizes, and add
- unused colors if the image has an intermediate number of color entries.
-
-
- IFF ACBM
-
- ACBM is an acronym of "Amiga Contiguous BitMap format". This is an old
- IFF format similar to ILBM, only that it is not compressed.
-
-
- Encrypted
-
- The Encrypted format is useful to protect "private" pictures. Encrypted
- images are modified using a key. If the picture is not loaded using the
- same encryption key, it will be unreadable. The file name is not
- encrypted.
-
- The encrypted format should not be used, imported or exported where doing
- so would be illegal.
-
-
- PBM
-
- The PBM (Portable BitMap, for black and white images) format and the
- closely-related PGM (Portable GrayMap, for grayscales) and PPM (Portable
- PixMap, 24-bit images) are part of a popular (especially some time ago),
- mainly freely disributable, set of conversion and image processing tools.
- Personal Paint's PBM library supports all three formats, each of them
- both in the binary and in the ASCII variant (Binary option). Data stored
- in these formats is not compressed.
-
- If the Automatic option is disabled, images are always stored in the PPM
- (24-bit) format. Otherwise, the software automatically detects the best
- format, based on the image format.
-
-
- Raw
-
- This format was designed for Amiga game developers and other programmers
- asking for a quick and informal way to incorporate bitmaps into their
- code.
-
- The Colors option can be set to 0 to save only the image data, to 1 to
- save the palette data followed by the image data, or to 2 to save the
- image data followd by the palette data. The image data is written
- bitplane after bitplane (each data-row is WORD-padded). The palette data
- consists of three bytes (RGB) for each palette entry.
-
-
- TIM
-
- This is the graphics file format of choice on the PlayStation system
- because it closely matches the display hardware architecture, and
- therefore is very efficient. The following TIM modes are supported by
- Personal Paint: 4-bit CLUT, 8-bit CLUT, 16-bit direct and 24-bit direct.
-
- TIM files can be found on PlayStation CD-ROMs, which apart from the copy
- protection information can be read by Amigas with a CD-ROM drive and an
- ISO 9660 filing system. This means that TIM graphics on PlayStation CDs
- can be loaded directly into Personal Paint.
-
- Of course, Personal Paint can also save different variants of TIM files,
- which is very important for PlayStation games developers. The following
- (more technical) notes are dedicated to PlayStation artists and
- developers.
-
- When saving, the width of 4-bit images is rounded up to the next multiple
- of 4, and the width of 8-bit images is rounded up to the next even
- number.
-
- Unlike "Save Brush", which stores transparency information as set by the
- transparency settings, "Save Image" does not save any transparency
- information. This means that images stored with this command will be
- "opaque", unless the TRANSPBLACK option is set.
-
- The TIM format currently supports 16/256-color images ("CLUT" mode) and
- true color images (16/24-bit "direct" mode). In either format except for
- 24-bit (which stays 8-8-8), the color resolution is limited to 5 bits per
- color component (5-5-5, i.e. 15-bit palettes, allowing for 32768 colors
- or 32 levels of gray). To accurately create images in this color
- environment it is recommended to set the REDBITS, GREENBITS and BLUEBITS
- program settings to 5.
-
- Several options determine how images are written by Personal Paint.
-
- FORMAT: 0 = 2..16-color images are saved as 4-bit files and 32..256-color
- images are saved as 8-bit files, 1 = Images are saved as 16-bit "direct"
- files, 2 = Images are saved as 24-bit "direct" files.
-
- IMAGEX: Image X coordinate in VRAM
-
- IMAGEY: Image Y coordinate in VRAM
-
- PALETTEX: Palette X coordinate in VRAM (only for CLUT files)
-
- PALETTEY: Palette Y coordinate in VRAM (only for CLUT files)
-
- TRANSLUCENT: 0 = All colors (except black and the transparent color, if
- any) are marked as translucent, 1 = All colors are considered solid
- colors (only for CLUT files).
-
- TRANSPBLACK: 0 = Black is encoded as transparent, 1 = The brush
- transparent color is encoded as transparent (only for CLUT files).
-
-
- C Source Code (Save Only)
-
- The C source code format is suitable for embedding image data into Amiga
- C graphics programming environments.
-
- C source code files also contain a filled-in Amiga DrawImage()-compatible
- Image structure and arrays with color palette data in formats suitable
- for both LoadRGB4() and LoadRGB32(). Unused bitplanes are not output as
- data, but marked in the appropriate PlanePick and PlaneOnOff fields. The
- image array data type is defined as "UWORD chip". The "chip" keyword is
- used by some compilers to make sure that the data is loaded in Amiga Chip
- RAM at run time. It may be necessary to remove it, or modify it into a
- different name (e.g. "__chip").
-
-
- ASCII (Save Only)
-
- This is a simple "text art" format.
-
- The Width and Height parameters, in the range 0..32767 indicate the
- number of characters per row and column, respectively. If one of the two
- values is 0, then it is adjusted to a size in proportion to the other
- value, in consideration of the image aspect. If both are set to 0, then
- the width is adjusted to 80.
-
- The Gray Shades string contains a variable number of characters used to
- render the different levels of gray, from black to white (e.g.
- "#@08Oo+=-:. "). The more characters there are in the string, the more
- shades will be used to render the image.
-
-
- JPEG Format (Load Only)
-
- The JPEG (Joint Photographic Experts Group) is a sophisticated,
- highly-compressible (and lossy, meaning that the original image is not
- preserved) format to render true color images. It cannot store
- palette-based images, and it is not suitable to render sharp contrasts.
- It is ideal for "real life" images.
-
- The Quality load option activates a fast and not very accurate algorithm
- (DCT/IDCT) if set to 0, or a higher-quality (but slower) "fancy
- upsampling" procedure if set to 1. If the Gray Shades option is enabled,
- the image is converted to a grayscale picture during the load. The Format
- setting determines whether the image is to be loaded in its original
- format (Format = 0), or reduced to 1/2, 1/4 or 1/8 (Format values of 1, 2
- and 3, respectively) of its original width and height.
-
-
- Photo CD (Load Only)
-
- This is a Photo CD implementation licensed from Kodak. Personal Paint can
- load 24-bit images, as well as rotated images.
-
- Please note that on a standard Photo CD CD-ROM, pictures are usually
- stored in a directory named "Photo_cd/Images". The files have names like
- "Img0001.pcd", "Img0002.pcd", etc.
-
- Format values in the range 1..5 respectively select the following image
- formats:
-
- 1: 192 × 128 (BASE16)
- 2: 384 × 256 (BASE4)
- 3: 768 × 512 (BASE)
- 4: 1536 × 1024 (4BASE)
- 5: 3072 × 2048 (16BASE)
-
- Setting Gray Shades to 1 forces a grayscale conversion.
-
- The Photo CD implementation includes two loaders. In addition to the
- normal image loader, a "Photo CD Overview" loader (short: "PCD-OV") is
- used to load the thumbnail images showing miniatures of the photographs.
- On standard Photo CDs, these are stored in the "Photo_cd/Overview.pcd"
- file.
-
- A Format value of 1 or 2 respectively selects the 96 × 96 (1) or the
- 192 × 192 (2) thumbnail format. The Columns value (range: 1..32767) sets
- the numer of images per row.
-
-
- DataTypes (Load Only)
-
- This I/O module acts as an interface to load any type of pictures
- supported by the Amiga DataTypes. Both palette-based and true color
- images are supported (picture.datatype version 43).
-
-
- Plasma (Load Only)
-
- Plasma is not strictly a loader, but rather a generator of fractal
- images. This library uses a variety of parameters.
-
- Width: width of the image to be created; if 0, the current image (or
- brush) format (width and height) is used.
-
- Height: height of the image to be created; if 0, the image or brush
- format is used.
-
- Colors: number of colors of the image to be created (4..256 colors, i.e.
- depth 2..8); if both Width and Height are set to 0, then the image (or
- brush) depth is used.
-
- Graininess: image "graininess" in 1/10000 (range 5000..500000, default
- 20000).
-
- Random Seed: random seed; if negative, totally random image palettes are
- generated.
-
- Gray Shades: color (0) or grayscale (1) palette; gray images can be
- useful as alpha channel information.
-
-
- Scanner (Load Only)
-
- A scanner I/O library is not normally supplied with Personal Paint, but
- it is rather provided with products such as ScanQuix. It is mentioned
- here mainly to draw attention to the fact that the I/O modules allow for
- capabilities which go beyond simple file I/O.
-
-
- Personal Paint for Authors
-
- Personal Paint offers a unique range of features designed for authors of
- artwork to be distributed on computer files. In this section, we would
- like to share with you some of the experience collected by leading
- artists. We also explain some of the settings we at Cloanto prefer in our
- own configurations.
-
- An image or an animation created with public distribution in mind
- requires some considerations which are normally not relevant when a file
- is used only on the author's computer.
-
- As the public grows wider, compatibility becomes an issue: the image or
- the animation may have been created using a screen mode different than
- what a viewer may have available. Some (especially older) picture and
- animation players had limitations and bugs, and it could be interesting
- to have access to a range of options designed to prevent potential
- difficulties before they become a problem for end users.
-
- Associating information such as author, copyright, and other comments to
- files is usually appreciated both by authors and by the public (as well
- as by possible publishers). Also, there should be no difficulties or
- formalities in distributing the icons created by the art application, or
- even replacing these with new default icons. Both the icons and the image
- file should be product-neutral (no hidden advertising texts inside the
- file). After more than six major versions, Personal Paint offers
- experienced answers to these and many more requirements.
-
- Most computing platforms use display modes made of square pixels (i.e. an
- X/Y ratio of 1, as on the Macintosh, or on the PC's VGA) as a standard.
- This means that the pixels are exactly as tall as they are wide. To be
- round, a circle drawn on such a screen would be as wide (in pixels) as it
- is tall. Not so on the Amiga. The original non-interlaced Amiga modes had
- a ratio close to 0.5 (so-called "tall-pixels"). A "round" circle could be
- 10 pixels on the X-axis and 5 pixels on the Y-axis. Most artists prefer
- to work with square pixels. Yet even here there is no exact match on the
- Amiga. PAL and NTSC screen modes, for example, have pixels of slightly
- different ratios. Before it draws a circle, Personal Paint queries the
- Amiga Display Database to obtain information on the ratio. For example,
- the Display Database could tell Personal Paint that a "round" circle must
- be 10 pixels wide and... 9 pixels tall. This is not what most artists
- want. Rather than working with similar approximations, at Cloanto we
- prefer to activate the Square Pixels option. This ensures that the
- resulting images appear correctly when viewed using 1:1 pixels,
- regardless of the screen mode in which the image was created.
-
- Normally, when storing an image in formats such as IFF-ILBM, information
- about the current screen mode is also saved. When the Amiga was first
- released, associating a screen mode to an image allowed simple viewer
- applications to quickly open a screen of the same type as the one used by
- the author. At that time, options were limited: screens could be either
- low resolution or high resolution, interlaced or non-interlaced. These
- were common to all Amigas. Minor difficulties would result from images
- crossing the oceans separating PAL from NTSC video modes. Today, there
- are not only different generations of Amiga display hardware, but even
- third-party graphics boards. Even users of identical Amiga computers may
- have installed different Monitor files on their systems. Furthermore,
- applications became more intelligent: Personal Paint, for example, excels
- in automatically picking the best available screen mode to display an
- image.
-
- Over the years, associating default screen modes to pictures has become
- more dangerous (the default may not be available, or viewable, on the
- user's machine) and less necessary (software is more intelligent). At
- Cloanto, we now prefer to store all images without associating a default
- screen mode to the file. To switch this option, open the Options window
- in the Save Image requester and clear the Screen Format setting. File
- formats which cannot save screen mode information (e.g. PBM) do not have
- this option.
-
- Animations require some additional attention. In accordance with the
- different Amiga ANIM specifications (standards for animation file
- formats), a default screen mode must be specified in the file. Personal
- Paint and the most used Amiga animation players are capable of overriding
- this information when loading an animation, and can automatically select
- an appropriate screen mode just as Personal Paint does for images. This
- is necessary, for example, when an animation's default mode is not
- supported on the computer where the animation is to be played.
- Nevertheless, when an animation is saved, the current screen mode is
- always stored with the animation. At Cloanto, we have decided to
- associate "DblPAL" screen modes to the animations we create and
- distribute. These screen modes are supported by all AGA machines, and can
- be displayed on VGA monitors not supporting 15 kHz modes. Furthermore,
- the pixel X/Y ratio of PAL is closer than NTSC to 1, which is preferred
- by most artists. The AGA chip-set is very common among the more active
- Amiga users. Yet even if the end user's machine does not support DblPAL,
- the animation can be displayed in other screen modes (the screen mode
- information is only a hint required by the ANIM standard, not an
- imperative for applications).
-
- Users of original and ECS Amiga chip-sets, as well as users of some
- display cards such as the Picasso II should consider another issue: color
- resolution. AGA allows users and applications to define and set colors
- using 8 bits per color component (red, green and blue). This is 24 bits
- (or 256 gray-levels, or more than 16 million different
- color-combinations). Older Amigas only support 4 bits per component (i.e.
- 16 gray-levels, or 4096 colors). The Picasso II uses 6 bits per component
- (64 gray levels, or 262 144 colors). This means that on some systems
- colors cannot be defined with the precision possible on AGA (e.g. on the
- Amiga 1200 and 4000), for example. Users of Personal Paint can quickly
- check the color resolution of a given screen mode by displaying the
- Palette requester and setting any color-slider to the maximum. The
- numerical value indicates the precision of the display (e.g. a maximum
- level of 15, 63 or 255 would indicate that the hardware supports 16, 64
- or 256 levels for that color component).
-
- When a palette is loaded on a system with a lower color resolution, a
- majority of colors is likely to "snap" to coarser levels. If the image is
- then saved again, a loss of data may occur. As an artist, you may want to
- make sure that the colors you see on your system will be loaded and
- represented the same way by an older Amiga. Or, even if you do not own a
- system capable of handling 8 bits per color component, you may need to
- edit images in that resolution without losing precision. Personal Paint
- offers a solution to all these requirements, by allowing the user to
- manually set the color precision (number of bits per color component).
- Even if this is different (higher or lower) than what is supported by the
- system, Personal Paint can use a custom value for all processing,
- overriding the Amiga defaults. When the program settings REDBITS,
- GREENBITS and BLUEBITS are set to 0, Personal Paint uses the maximum
- color resolution supported by the video device currently used. This is
- the program's default. Other values, however, force Personal Paint to use
- specific numbers of bits per color component. For example, setting all
- three values to 8 allows for precise editing of AGA-resolution palettes
- even on ECS or Picasso II systems.
-
- At Cloanto, where we work with different Amiga computers and graphic
- boards, we manually set REDBITS, GREENBITS and BLUEBITS to 8 in our own
- startup files. If you have an AGA computer and you only work in AGA
- screen modes, you should not need to set these values yourself (by
- default this is taken care of by Personal Paint), unless you want to
- emulate a coarser color resolution.
-
- When we save an image, at Cloanto we use the IFF-ILBM format if the image
- is mainly for Amiga distribution. The options we normally set are:
- compression active, no screen format information. IFF-ILBM is the most
- supported Amiga image file format, and also offers excellent loading and
- saving times (e.g. viewers are faster), but its compression is not as
- good as in other formats (i.e. the files are longer). When space is
- really tight and excellent compression is a priority, we use PNG
- (options: compression level 9, no progressive display, automatic mode
- enabled). Setting a PNG compression level higher than 6 slightly improves
- compression, but considerably slows down the compression procedure. PNG
- is also our format of choice when the images are to be read by other
- computers. We used to prefer GIF for cross-platform distribution, but
- GIF's popularity was suffocated at the end of 1994, after Unisys
- Corporation began demanding royalties for software reading and writing
- GIF (and TIFF/LZW) files. When we write images to be used on an Amiga
- CD-ROM, we sometimes prefer another format: uncompressed IFF-ILBM (no
- compression, no screen format information). This can generate quite long
- files, but on a CD-ROM space is usually not a problem. Due to the minimum
- software overhead, uncompressed IFF-ILBM files can be loaded considerably
- faster than other formats, especially on slower machines.
-
- When we write animations, at Cloanto we usually store them in ANIM-5
- format. This is the most supported standard for Amiga animation files. It
- also offers good compression. ANIM-7 files can be processed faster,
- although they are not compressed as well and are not as widely supported
- as ANIM-5. We use ANIM-7 for 256-color animations, and sometimes to store
- all types of animations on CD-ROM, when we know that an ANIM-7 viewer is
- available (e.g. Personal Paint). Very rarely, when a disk is really
- packed, we store animations in the ANIM-5+7 format. When this format is
- used, Personal Paint decides whether to use ANIM-5 or ANIM-7 on a
- frame-by-frame basis, depending on which format yields the best
- compression. This adheres to the ANIM specifications, but requires that
- the software loading the animation can handle both ANIM-5 and ANIM-7. We
- never use ANIM-8. It is neither as popular nor (in general) as good as
- ANIM-7.
-
- Quite often, at Cloanto we use Personal Paint to optimize old animations
- (among others, using the Optimize Frames command) before saving them
- again. This alone can halve the size of certain animation files. Some
- older and not very popular animation viewers do not support
- frame-by-frame timing. In this case, the Optimize Frames command cannot
- be used. These same programs usually also do not support more than one
- color palette per animation (see the introduction to chapter 6). Personal
- Paint marks these palettes with three dots under the associated frame in
- the storyboard. At Cloanto, we use frame-by-frame timing and multiple
- palettes without concerns, since neither of the limitations described
- here is an issue with the most recent and the most used Amiga animation
- viewers.
-
- A few other options can affect the animation format. Before the animation
- is saved, we make sure that the current screen mode is the one that we
- want to associate to the animation (see explanation in this same
- section).
-
- Some older programs have a bug which does not allow them to handle
- certain types of properly-written ANIM files. DPaint (up to release V) is
- one of these programs. When compatibility with these applications is
- important, we disable the Full ANIM Optimization option.
-
- As an author or publisher of an image or animation, you may want to
- fill-in the Author, Copyright and Annotation texts, which are supported
- by most file formats. You could put your name as the Author, and
- something like "Copyright © [Year of first publication] [Your name] -
- Freely Distributable" in the Copyright text. The Annotation could include
- a postal or E-mail address. Personal Paint allows for this information to
- be easily edited at any time. Empty fields are not saved, and do not
- occupy any space in the file.
-
- On the Amiga, Workbench icons are usually associated to files. Personal
- Paints can save images and animations using the default icons stored in
- the "PPaint:PPaint_Icons" drawer. These icons also determine the Default
- Tool, which is the program which will be loaded when the file is
- double-clicked on. If you like the icons which come with Personal Paint
- (they are freely distributable), you can leave them as they are, or
- perhaps you may want to change the default tool, for example by putting
- "VT" instead of "PPaint:PPView". This can be set with the Workbench
- Information command. PPView is a short program which uses Personal Paint
- as a viewer (it loads Personal Paint, if it is not already loaded).
- Please be careful not to Snapshot (Workbench command) the icons inside
- "PPaint:PPaint_Icons" to a fixed position. When dropping a new default
- icon inside the drawer, select the Workbench UnSnapshot command.
-
- At Cloanto, we usually set the Icons option to Original when we only want
- to change the file format of a picture or animation. This guarantees that
- the existing icon image will not be affected.
-
-
- Personal Paint for Internet Publishing
-
- Note: many of the features described in this section require version 7.1
- of Personal Paint.
-
- As more and more organizations and individuals publish their work on the
- World Wide Web, it is becoming more important to stand out with carefully
- thought out web pages. Graphics play an important part in this. Poorly
- implemented pages annoy users with images having wrong or missing
- transparency information, lack of progressive display, and long
- transmission times for 256-color images where 16 or fewer colors could
- achieve the same results.
-
- In addition to supporting Internet still image formats, Personal Paint
- includes tools to create highly-optimized GIF animations, and to edit
- "image map databases". GIF animations became increasingly popular after
- 1995, when several browsers began supporting this format. Image maps make
- it possible to specify regions on an image, and to associate them to
- actions that are executed when the user clicks on a region. The
- "LoadAnimGif", "SaveAnimGif" and "WebMap" Rexx macros contain additional
- documentation which can be displayed by selecting "About..." in the Macro
- Selection requester.
-
-
- Common File Formats
-
- Personal Paint is an ideal tool for the creation of palette-based images
- to be included in HTML documents (the standard for web pages). Two file
- formats are recommended for this purpose: GIF and PNG. Both formats
- support progressive display and transparency, the appropriate use of
- which can make a difference between a good page and a poor page. We
- recommend the use of both features.
-
- GIF exists in two variants: GIF87a and GIF89a. PNG and GIF89a support
- transparency. GIF87a does not. The GIF format is designed in a way that
- programs supporting only the "87a" format should be able to read "89a"
- images, skipping the transparency information. Personal Paint's most
- recent GIF input/output libraries ("personal_gif_io.library" from version
- 3.2) allow for the GIF version to be specified in the Options window of
- the Save Brush requester. Library versions from 5.1 also support reading
- and writing of GIF animations (with appropriate client programs, such as
- Personal Paint 7).
-
- PNG is technically better than GIF, but it has been officially introduced
- to the list of WWW-supported formats only in late 1996. It is likely that
- PNG will slowly replace GIF, which is being suffocated by patent
- problems. At Cloanto we began using GIF for our WWW images, but we expect
- to replace it with PNG as more browsers support it.
-
-
- Progressive Display
-
- Progressive (also called "interlaced") display is a feature which is
- useful whenever it takes a long time (seconds, if not minutes) to load an
- image. Images stored without this option can be displayed only line by
- line, from the top to the bottom. It is very difficult to have an idea of
- the contents of such an image at the beginning of the transmission. If
- instead the progressive display option was enabled when the original
- image was saved, the entire image can be viewed in a coarse resolution at
- the beginning of the transmission, and during the transmission it becomes
- progressively more detailed.
-
- All versions of GIF and PNG support progressive display, although PNG
- uses a more appealing method. Personal Paint has a Progressive Display
- setting in the Options window of the Save Image and Save Brush
- requesters. Images saved using this option occupy slightly more space,
- but can be displayed progressively during the load. This feature is
- widely used on the Internet, and it is compatible with all WWW browsers.
-
-
-
- Transparency
-
- Transparency is a feature which allows part of the image to be defined as
- transparent. This is useful, for example, when non-rectangular images
- have to be displayed over a pattern. But even if the background of a
- non-rectangular shape has the same color of the page background, we
- recommend setting that color as transparent, because some browsers may
- remap the image background to a slightly different color than the page
- background color. Some WWW browsers do not support the HTML commands
- which set the page background color, so an image background which was
- intended to be the same as the page, could appear to be different.
- Transparency can prevent this. Active use of transparency helps
- maintaining the quality of the page even when these browsers are used.
-
- To preserve the best possible page quality even with older browsers we
- recommend to use transparency and at the same time to also make sure that
- the transparent color is the same as the page background color. This
- helps with those few browsers that do not support transparency.
-
- Personal Paint saves transparency information only when saving brushes
- (Save Brush command, rather than Save Image). The transparent color is
- defined when the brush is defined. If the Transparency option in the
- Settings menu is set to None, then no transparency is associated to the
- brush. If instead it is set to Color, then the background color during
- the brush definition is used as transparent. Other types of transparency,
- such as transparency shapes which are not associated to a single color,
- which can be defined and stored in the IFF-ILBM format, are poorly
- supported on the Internet, and not at all supported by the GIF format. So
- the only way to mark a region as transparent is to reserve a color for
- that part of the picture, and selecting it as the background color before
- the brush is defined.
-
- While for still images we can safely recommend to use transparency for
- the background color even when this is not strictly required, for
- animations the choice can be more difficult, because transparency may
- have an impact on the size of the animation file, and also because some
- older browsers do not properly support certain types of transparent GIF
- animations. Therefore, for animations we recommend to set Transparency to
- "None" unless a transparency effect is required. The Frequently Asked
- Questions section of Personal Paint contains additional notes on possible
- problems which may be experienced when transparency is applied to GIF
- animations, and how these can be solved.
-
-
- Color Palettes
-
- It should be considered that even 100% Amiga-oriented web sites are very
- often (if not preferably, as some statistics indicate) viewed using a PC
- browser. When they are not operating on a true color desktop (or
- "Workbench", in Amiga terminology), the majority of PC Internet browsers
- remap and dither all images using a 216-color "isopalette", which is a
- palette in which the entries are equally distributed in the color space.
- This allows for fast and efficient dithering, and is in general preferred
- to other methods involving dynamic color allocation and change based on
- the different images.
-
- Internet browsers by Microsoft, Netscape and others share a common
- 216-color isopalette. The remaining colors out of 256 change from browser
- to browser. The "Colors" drawer in the Personal Paint program directory
- contains this color palette (as well as the subset of grays) ready for
- use with Personal Paint. Whenever this choice is easily practicable, we
- recommend to consider using these colors for palette-based graphics,
- especially for large surfaces of the same color, which would otherwise
- risk to be dithered by the browser.
-
-
- Other Recommendations
-
- Newer browsers support a feature called "Low Resolution Preview"
- ("LOWSRC" attribute in the "IMG" HTML element), which makes it possible
- to specify a very compact image, usually in low resolution and with very
- few colors, which is displayed before the higher-resolution image is
- loaded and displayed in the same place. If this feature is used, it is
- important to consider that the low resolution image can use progressive
- display, but the high resolution image should not, because it would
- immediately cover the preview image.
-
- It is important to keep in mind some practical Internet traffic,
- bandwidth and cost restraints, which suggest that the size of the image
- files should be as small as possible. If you are planning to publish a
- 256-color image, try to color-reduce it to 16, or even fewer colors. Very
- often, the difference in quality can hardly be noticed, but a 16-color
- image is transmitted twice as fast as one in 256 colors (and costs less,
- if traffic or time are charged). Personal Paint's most professional
- quantization mode is activated by setting the Dithering option to
- Floyd-Steinberg, with the Best Quality option active. It should also be
- noted, however, that Floyd-Steinberg dithering creates patterns which can
- slightly reduce the compression rate.
-
-
-
- Copyright © 1992-1998 Cloanto
-