[Gridflow-cvs] [svn] commit: r5770 - /trunk/doc/image.pd

svn-gridflow at artengine.ca svn-gridflow at artengine.ca
Fri Jul 23 00:25:39 EDT 2010


Author: matju
Date: Fri Jul 23 00:25:38 2010
New Revision: 5770

Log:
...

Modified:
    trunk/doc/image.pd

Modified: trunk/doc/image.pd
==============================================================================
--- trunk/doc/image.pd (original)
+++ trunk/doc/image.pd Fri Jul 23 00:25:38 2010
@@ -1,6 +1,6 @@
 #N canvas 480 0 620 717 10;
 #X obj 0 0 doc_demo;
-#X obj 0 692 doc_f;
+#X obj 0 817 doc_f;
 #X text 20 51 the default format of an image in GridFlow is a grid
 that has three dimensions \, in which the first one is for the rows
 \, the second one is for the columns \, and the third one is for channels.
@@ -13,25 +13,13 @@
 \, and it is up to the user to know which dimension is which \, and
 it is in this context that it is possible to use alternate representations.
 ;
-#X text 18 477 Because Grids are made of 32-bit integers \, a three-channel
-picture uses 96 bpp (bits per pixel) \, and have to be downscaled to
-24 bpp (or 16 bpp) for display. That huge amount of slack is there
-because when you create your own effects you often have intermediate
-results that need to be of higher precision than a normal picture.
-Especially \, results of multiplications are big and should not overflow
-before you divide them back to normal \; and similarly \, you can have
-negative values all over \, as long as you take care of them before
-they get to the display. In the final conversion \, high bits are just
-ignored. This means: black is 0 \, maximum is 255 \, and values wrap
-like with % 256 If you want to clip them \, you may use [# max 0] and
-[# min 255] objects.;
 #X text 279 310 Channels for the YUV color model are :;
 #X text 14 309 Channels for the RGB color model are :;
 #X text 280 371 Channels for the Y color model are :;
 #X text 382 383 (only one channel !);
 #X text 14 371 Channels for the RGBA color model are :;
 #X text 280 406 Channels for the YA color model are :;
-#X obj 3 672 doc_also;
+#X obj 3 797 doc_also;
 #X obj 3 27 doc_section About Images;
 #X text 38 123 0: rows;
 #X text 38 136 1: columns;
@@ -50,6 +38,26 @@
 #X text 311 382 0: grey;
 #X text 311 417 0: grey;
 #X text 311 430 1: opacity;
-#X obj 3 455 doc_section Number Range;
-#X obj 103 672 doc_link grid 1;
-#X connect 11 1 31 0;
+#X obj 3 580 doc_section Number Range;
+#X obj 103 797 doc_link grid 1;
+#X text 17 450 You can also invent your own color models \, with as
+many channels as you want.;
+#X text 18 479 Many classes only support RGB \, or RGB and RGBA \,
+or a small set of colour models. Many others accept anything but will
+assume that it's working on RGB (thus with other colour models it will
+do something wrong \, which might be weird \, confusing \, or really
+really interesting). Many others don't even know what a channel is
+and so you're supposed to know what you're doing.;
+#X text 18 602 Because Grids are made of 32-bit integers \, a three-channel
+picture uses 96 bpp (bits per pixel) \, and have to be downscaled to
+24 bpp (or 16 bpp) for display. That huge amount of slack is there
+because when you create your own effects you often have intermediate
+results that need to be of higher precision than a normal picture.
+Especially \, results of multiplications are big and should not overflow
+before you divide them back to normal \; and similarly \, you can have
+negative values all over \, as long as you take care of them before
+they get to the display. In the final conversion \, high bits are just
+ignored. This means: black is 0 \, maximum is 255 \, and values wrap
+like with [# % 256] or [# & 255]. If you want to clip them \, you may
+use [# max 0] and [# min 255] objects.;
+#X connect 10 1 30 0;



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