Gamma settings ?
15-Feb-94 14:43:48
Sb: #83926-Gamma settings ?
Fm: John Ellis 72440,3046
To: Martin Enthed 100277,1272
Martin,
>> As I understand it the whole 48bit picture isn't held in memory at once<<
Yes Martin it is. Which is one of the reasons you need more memory in
R3 than in R2. And it does gamma correction to whatever values you
specify for the framebuffer and the output-file. Now I understand
your double gamma correction concerns. I interpreted you statement to
mean that the same image was being double gamma corrected, which is
not the case, but the image held in memory is gamma corrected for
ouput at is goes to the framebuffer and then after that rendering is
complete the image is gamma corrected for file-output. Which is why
it is better to render to Null and the disk as it is slightly faster.
Another animation package I know, DGS works the way you suggest. It
doesn't provide for gamma correction during rendering but if you
render to the framebuffer that is where the image is being sent. This
conserves memory but does not provide framebuffer or display
independence. Maybe in the future 3DS will allow you to render
directly to the framebuffer thereby freeing up memory. The problem
is that this would also force an internal reworking for using Video
Post which relies on this internal space for compositing. And then
special drivers would have to be developed for each framebuffer to
take advantage of the Alpha channel. By not taking this approach 3DS
is able to accomadate a wider range of users, everyone from people
with an inexpensive 640x480x24 bit display to an expensive high end
Framebuffer like Truevision's DVR technology in its many forms.
At 37 I'm still asking "why?", (and I hope I always will) because as you
suggest, that's one of the ways to learn and understand. That way I don't put
myself in the box of having to know everything even if I don't. And I'm always
learning something new, which for me is one of the most enjoyable things in
life. <g>
Regards,
-JE