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-
- Loading and Saving
- ------------------
-
- Image can load and save various file formats :
-
- Sprite - 1, 2, 4, 8, 16 and 32 bpp (not CMYK)
- Clear files
- JPEG files
- PBMPlus - PPM and PGM only, not PBM (only saves P6, raw full colour)
- GIF files - Memory Permitting (load only)
-
- It can also request ChangeFSI to convert pictures for it, thus it can load
- many different picture formats. See below for details.
-
- Where files contain more than one picture, the first picture is
- loaded.
-
- To load a picture simply drag the file to any of Image's windows -
- Image will then attempt to load the picture into its current input
- image bank (see 'BankCont').
-
- To save an image simply click MENU over the Image Display Window. This
- brings up a save window which contains the usual icons, plus icons to
- select the output format :
-
- Sprite - Saves the current display sprite (the sprite used
- to display in the display window). This will be
- an old style sprite of 1, 2, 4 or 8 bpp (depending
- on the options set in the configuration window
- (See 'Configuration').
- Sprite 32k - This saves the image as an old style 16 bpp sprite
- (as used by Computer Concepts' Colour Cards)
- 16 bpp - Saves a new style 16 bpp sprite. (actually 15 bpp)
- 32 bpp - Saves a new style 32 bpp sprite. (actually 24 bpp)
- Clear - Saves a clear file.
- JPEG - Saves a JPEG file (see below)
-
- In all but the 'Sprite' option the image saved is that which resides
- in the current input image bank.
-
- The masking information is generally lost when saving a picture,
- except when saving 'Sprite' and the mask option in the configuration
- window is set - or when saving '32 bpp' when the masking information
- will be preserved as far as Image is concerned (other applications
- will ignore this information).
-
- In order to maintain full information (full colour information and
- full masking information) you should save as a 32 bpp sprite. Note,
- however, many current (Risc OS 3.1) applications will not be able to
- read this sprite.
-
-
- Sprite Palettes
- ---------------
-
- When loading a sprite, Image can (if requested) load the palette (if
- available) which goes with the palette into a special 'User Palette' which
- can be used for the display sprite (see 'Configuration').
-
- The palette will automatically be loaded if the auto loading option is set in
- the configuration window - you can override this by holding down SHIFT when
- loading the file.
-
- Alternatively, you can force the palette to be loaded into the user palette
- by holding down CTRL when loading the sprite.
-
-
- When saving a sprite the palette associated with it (either user palette or a
- grey scale palette) will be saved with the sprite.
-
-
- Saving JPEG files
- -----------------
-
- Next to the JPEG option is a writable icon for specifying what 'quality'
- value to pass to the JPEG compressor.
-
- The quality value lets you trade off compressed file size against quality of
- the reconstructed image: the higher the quality setting, the larger the JPEG
- file, and the closer the output image will be to the original input.
- Normally you want to use the lowest quality setting (smallest file) that
- decompresses into something visually indistinguishable from the original
- image. For this purpose the quality setting should be between 50 and 95; the
- default of 75 is often about right. If you see defects at a quality of 75,
- then go up 5 or 10 counts at a time until you are happy with the output
- image. (The optimal setting will vary from one image to another.)
-
- A quality of 100 will generate a quantization table of all 1's, eliminating
- loss in the quantization step (but there is still information loss in
- subsampling, as well as roundoff error). This setting is mainly of interest
- for experimental purposes. Quality values above about 95 are NOT recommended
- for normal use; the compressed file size goes up dramatically for hardly any
- gain in output image quality.
-
- In the other direction, quality values below 50 will produce very small files
- of low image quality. Settings around 5 to 10 might be useful in preparing an
- index of a large image library, for example.
-
- JPEG loading and saving are handled by software from the 'Independent JPEG
- Group's JPEG software' which has been altered to provide support for Image's
- own use.
-
-
-
- ChangeFSI loading
- -----------------
-
- If you have a copy of ChangeFSI you can get Image to use it for loading file
- formats that Image can't handle itself.
-
- In fact if 'ChangeFSI' has been 'seen' by the filer then you need do nothing
- to use this facility, any file dragged to Image that Image can't handle
- itself will be passed to ChangeFSI to convert, and then Image will load the
- converted version.
-
- You can also 'teach' Image about the location of 'ChangeFSI' so that it is
- not necessary to make sure that the filer has 'seen' it. To do this simply
- drag the '!ChangeFSI' application to any of Image's windows, then using the
- configuration window save your configuration, and the location of ChangeFSI
- will be saved as part of that configuration.
-
- The configuration window contains an icon which shows the current location
- known for ChangeFSI and also an option icon marked 'New'. This option is used
- to tell Image whether the version of ChangeFSI you have is new sprite aware.
- If it is (ChangeFSI version 0.95 or later) then this option will cause
- ChangeFSI to use a 32 bpp sprite for transfer, otherwise a PPM file is used.
- If in doubt as to which version of ChangeFSI you have, you should not select
- this option. The advantage of setting this option is that loading will be
- faster.
-
- ChangeFSI is supplied with RISC OS 3.1 on the RISC OS 3 support disc.
-