Hmm, mutt doesnt seem to like me today, because yet again I have replied to someone, and it replied to them and not the list. =| What I replied is as follows: Hrm, well, whatever works, you know? I thought 16-bit per channel would have been enough, but if you wanna do 32-bit per channel, go ahead. (It should render beutiful images up high like that) All we need is someone that would want to add it. On 11-Nov-2002, larry@xxxxxxxxx wrote: > The right way to support 8-bit is having 16-bit support for interim > calculations, and the right way to support 16-bit is having 32-bit for > interim calculations. > > Of course, when you're talking about workflow with complex transformations > and multiple steps, "interim" is meaningless -- you need full support for > the higher bit calculations. > > If an effort to support 16-bit is underway and is serious, there should > be IMHO support for 32-bit. For example, to sharpen in the luminance > channel of LAB mode, one would want to take a 16-bit image, decompose > into 32-bit channels, apply the sharpening to the LAB channel, and > recompose, at which point you would transform back into 16-bit. > > Such a procedure makes the channel transformation "lossless". Without > 32-bit interim support, it's "lossy". (The same phenomenon renders > all sorts of 8-bit transformations in complex workflows very poor in > the current generation of gimp). > > My 2 cents. > > On Mon, Nov 11, 2002 at 08:13:53AM -0500, Patrick McFarland wrote: > > Though, my method wouldnt break any plugins, however. Any plugin accessing the > > data would get back 8bit values because the layers are still in 8bit mode, its > > only a higher precision rendering engine that would be added. 8 bit goes in, > > 8 bit comes out, but its 16 bit in the middle. (And yes, when dealing with 20+ > > layers, all doing things other than Normal mode, and sometimes bringing the > > darkest color below 0,0,0, and the lightest color above 255,255,255, it comes > > in handy.) -- Patrick "Diablo-D3" McFarland || unknown@xxxxxxxxx "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." --Kristian Wilson, Nintendo, Inc, 1989
Attachment:
pgpjTShvGRqIL.pgp
Description: PGP signature