#Greg's new toy
The BXP will allow you to do anything you do with any other file format. It is
totally transparent to the user. As a BXP, YUV is now just another "native"
file format within 3D Studio.
No, there is no "conversion" involved. The YUV file is saved out straight from
raw 3DS data. Of course, the raw data is converted to CCIR 601 from its native
RGB format.
I have never looked at the ASDG program. I think its advantage is using the
Exabyte for sequential dump (tar files cannot be appended and only the new
Abekas code can read tar files). As to the format, it should be the same as
there is no variation allowed in the Abekas for input/output.
There is a fairly big difference in the dynamic range between straight RGB
color space and YUV. The Chroma filter helps to avoid banding or contouring,
particularly on smooth shaded surfaces. You have to remember that we're moving
from 24 bits per pixel down to 16 bits per pixel.
The input gamma value is irrelevant as far as the save/load process goes. You
should treat it just like any other file format. Whatever you give me goes out
the other end. The Abekas spec calls for a 1.2 value though JohnT has found 1.8
to be a "more pleasant" level.