Ted21 Color Palette and Color Panel and Palette

About Monkey 2 Forums Monkey 2 Projects Ted21 Color Palette and Color Panel and Palette

This topic contains 4 replies, has 3 voices, and was last updated by  nobuyuki 2 years, 7 months ago.

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #3523

    AdamStrange
    Participant

    Phew. That was an interesting one.

    What we have here are the 3 main color systems in ted21.

    First on the right is the color panel. this will insert either the color RGB ( .0, .2, 1) or the color text (UIBlue, etc) into text, or replace a selected palette color

    Next up in the main view is a mx2 color palette. You can change the color by using the right color panel “Usee color” button or the palette “use” button

    Lastly is the lower palette mixer. This allows you to mix colors, create new palettes, replace colors, pick colors from an image, etc. Clicking the Use button will replace the selected color in a mx2 palette or write the RGB text (.1, .3, 1) into a text document.

     

    Both the bottom and right panels do similar things, but in very different ways. the right one being fixed, the bottom being more artistic.

    #3525

    degac
    Participant

    Note: (mainly to Mark…)

    Every single graphics programs I ever used or seen and all tutorials/demo/what else about colors found – use the 0..255 range, never seen 0..1.
    This means that if I would to use/create etc in MX2 a color I like (http://cloford.com/resources/colours/500col.htm) I need to ‘manually’ convert (or write a function to do it) in the internal notation.
    Not handy.
    So, it would be nice if you can handle HEX input or RGB (0..255) in the TED2 Color Palette Document.

    #3532

    AdamStrange
    Participant

    ok, took some digging and experimenting.

    open modules/std/graphics/color.monkey2 and add this:

    save and rebuild std

    Now when you want a color

    Just use ColorI(255,0,0) instead of Color(1,0,0)

    #3536

    degac
    Participant

    Thanks, but I’ve already did this using the overriding (r g b as Int instead of Float).
    But of course at every new revision I need to put my changes.

    #3580

    nobuyuki
    Participant

    @degac

    The reason it takes a floating-point argument for color is because that is what the underlying opengl does. This has been the case since forever, after people moved from 8-bit channel rendering internally to whatever the native hardware is offering.  Using a floating point value allows the underlying Hardware to quantize it to the level of accuracy it processes stuff internally.

     

    The main time this would be a disadvantage is actually with image editors, since you can’t necessarily guarantee 100% color accuracy if the internal Hardware renders colors without perfect accuracy for speed reasons.  In those cases where speed is a “bonus” and accuracy comes first, editors usually have their own separate internal image processing engine anyway, only using opengl to speed up the output (or noncritical tasks).  But mojo wasn’t designed for that specifically, it was designed for games.

Viewing 5 posts - 1 through 5 (of 5 total)

You must be logged in to reply to this topic.