Re: [Gimp-developer] Don't make an architectural mistake based on a groundless premise

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]


On 10/07/2014 03:36 PM, Øyvind Kolås wrote:
On Tue, Oct 7, 2014 at 9:23 PM, Elle Stone
<ellestone@xxxxxxxxxxxxxxxxxxxx> wrote:
You could accomplish guiding users as to the right choices regarding linear
vs perceptual by creating presets and allowing users the freedom to control
their own editing decisions. You don't have to build fences around what
people can do with their own RGB color data.

One design maxim is “Make common things easy, rare things possible.”.
If there is confidence that a default behavior covers more than
99.999% of uses, and there are intended ways of working around the
limitations - I think it might be of the benefit of both the normal
user and the deviating expert that likely also does not need to do it
in more than a couple of % of cases.


Who decides what's common and what's rare for an artist to want to do? The GIMP devs? Isn't that just a trifle presumptuous?

These kinds of decisions belong with the users, not the devs.

For instance, on what basis did you decide that drawing gradients should always and only be done using perceptually uniform RGB? Back before all the rendering software switched to a linearized workflow, a radiometrically correct gradient was the poster child of why editing should be done on linearized RGB data.

Don't use code to micromanage what users can do their own data based on what devs think is "common" or "correct". Make it easy for the user to choose between linear vs perceptual for ALL ops, and put in good presets.


gegl-developer-list mailing list
List address:    gegl-developer-list@xxxxxxxxx
List membership:

[Index of Archives]     [Yosemite News]     [Yosemite Photos]     [gtk]     [GIMP Users]     [KDE]     [Gimp's Home]     [Gimp on Windows]     [Steve's Art]

  Powered by Linux