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- VGACAD v1.60
- Copyright (c) 1988-89 Lawrence Gozum & Marvin Gozum, MD.
-
- U S E R M A N U A L
-
- DISCLAIMER
-
- This product is distributed AS IS. The authors specifically disclaim
- all warranties, expressed or implied, including, but not limited to,
- implied warranties of merchantability and fitness for a particular
- purpose with respect to defects in the diskette and documentation, and
- program license granted herein, in particular, without limiting
- operation of the program license with respect to any use or purpose.
- In no event shall the authors be liable for any loss of profit or
- damage including but not limited to special, incidental, consequential
- or other damages.
-
-
- LICENSING AGREEMENT
-
- You may use this program and freely EVALUATE ITS USEFULNESS for a
- 10-DAY TRIAL PERIOD. Should you find it useful, you MUST REGISTER by
- sending registration form and check payable to Marvin Gozum. See last
- section of this manual for details and benefits.
-
- You may freely distribute UNMODIFIED copies (which include all files
- listed in README.1st) provided you do not include it with commercial
- software, and charge no more than $3.50, in lieu of recognized User
- Group guidelines (e.g., Association of Shareware Professional, New
- York Amateur Computer Club), for copying/distribution costs.
-
-
- 1. Requirements
-
- IBM PS/2 or IBM PC/XT/AT with VGA compatible graphics card capable of
- displaying mode 13H (MCGA 300x200x256 color mode), 512k free memory,
- analog or multifrequency monitor. We strongly suggest you get a mouse
- since VGACAD was designed with a mouse device in mind.
-
- Users with 512kb RAM (or less) must use the command line "/R" option
- to reduce the RAM requirement. Variable disk space is required
- (depending on Virtual Screen size used). A Hard Disk is highly
- recommended but not required. High density dual drive users (1MB AT
- drives or 720KB 3.5 inch drives) would have adequate space to run the
- program and work on regular GIF files.
-
- If you have extended or expanded memory, we suggest using a RAMDISK
- for the Virtual Screen; also, if you have a cache program, that too
- will help accelerate the program since this version uses a "chained
- environment". We can no longer support dual 360KB users; in any case,
- it is highly unlikely that you have VGA or a PS/2 and are using dual
- 360KB floppies !
-
- PLEASE READ 'README.2ND' REGARDING HARDWARE COMPATIBILITY.
-
-
-
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- Page ... 1
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-
-
- 2. Installation
-
- All required files (listed in README.1st) MUST be in the default drive
- and/or directory. To use the keyboard, run "KEYME.com" prior to
- running VGACAD; you can review the keyboard commands at start-up.
-
- If you have insufficient RAM, remove resident programs or use the "/R"
- command line option is discussed below. After initialization, the
- total amount of free memory will be shown - this approximates how much
- resident software, or RAMDISK, can be installed before running VGACAD.
-
-
- 3. Command Line Options
-
- Switch "/Q" ("Quiet") will silence all the audio feedback beeps except
- error or warning messages. To totally "cut" all audio; we suggest
- using a Shareware program called SILENCE.ARC (.ZIP).
-
- Switch "/R" ("Reduced Memory") will cut VGACAD's memory allocation by
- 64KB and utilize a buffer called "UNDO.TMP" during certain operations.
-
- Switch "/FM" ("Force Mouse") maintains your current mouse settings and
- assumes a mouse is properly initialize; this allows initializing your
- mouse with ANY program. We suggest initializing with 320x200x4 CGA or
- 320x200x256 MCGA mode; make sure that the text cursor is set OFF !
-
- Switch "/FK" ("Force Keyboard") will disregard any mouse device and
- operate in mouse emulation mode through the keyboard. "KeyME.com"
- MUST be resident if you use this switch or the system will HANG !
-
- Switch "/SL:n" "SLow Mode" will require release of the mouse button to
- proceed. The value "n" will determine a delay factor for the Spray
- Paint function; a value of 1000 will be sufficient for Fast machines.
-
- Switch "/MX:n" adjusts the mickeys/8 pixels ratio on the X axis. The
- default is 8/8. "n" is any number from 1 and 16. "1" will make your
- mouse travel 8x faster while 16 will make your mouse travel 2x slower
- on the x axis.
-
- Switch "/MY:n" adjusts the mickeys/8 pixel ration on the Y axis. The
- default is 16 mickeys / 8 pixels.
-
- Switch "/MT:n" adjusts the "motion threshold"; the default setting is
- 64 mickeys/second. If your mouse seems to be returning to its same
- position or seems restrained after zipping quickly from any direction,
- its movement was successively doubled resulting in the mouse returning
- to its former location; this is a function of your CPU speed. "n" is
- any number between -32767 to 32767. Refer to your mouse manual for
- more information.
-
- Use a batch file to keep your desired settings. The sample "*.BAT"
- entry below, turns the sound off, reduces the memory by 64K, triggers
- the SLow Mode with a 1000 delay loop, doubles the speed in both the x
- and y axes, and keeps the motion threshold at its maximum.
-
- VGACAD /R /Q /SL:1000 /MX:4 /MY:8 /MT:-32767
-
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- Page ... 2
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-
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- 4. Testing
-
- VGACAD was tested on a 8MHz IBM XT compatible with a STB VGA Extra E/M
- (w/ Princeton Ultrasync) and a PS/2 Model 50 (w/ 8513 Monitor). For
- comments, particularly bug reports, we would appreciate E-Mail at
- CompuServe for Lawrence Gozum [73437,2372].
-
-
- 5. Main Menu
-
- Click your RIGHT mouse button, the Main Menu screen will pop-up.
- There are 8 boxes: Undo, ImgP(Image Processing Menu), Edit Menu, Text
- Menu, Shps (Shapes Menu), Color Menu and File Menu.
-
- ┌──────────────────────────────────────────┐
- Main Menu │┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ ┌───┐ ┌───<┼current
- option ──┼┼> ││ ││ ││ ││ ││ │ │ │ │ ││background
- filled with│└───┘└───┘└───┘└───┘└───┘└───┘ └───┘ └───┘│color
- current │ Undo ImgP Edit Text Brsh Shps Color File │
- foreground │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░░▓▓██▓} │ <─┐
- color └──────────────────────────────────────────┘ ├─ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░░▓▓██▓} <─┘ Bars
- ^ ^
- └───────────── Scroll Arrows ───────────┘
-
- You will, immediately, be in 'brush' mode and can begin painting. If
- you move your cursor below the Main Menu, the menu will disappear and
- will reappear when you press the RIGHT mouse button. Clicking a Main
- Menu box will operate immediately or display another menu. To exit
- without choosing any option, put your cursor below the menu. As a
- rule, the RIGHT button will EXIT or ABORT, while the LEFT will be do
- everything else or ACCEPT a change.
-
- Use the color bars to select foreground or background colors. Place
- the "arrow" cursor over a desired color and click the LEFT button for
- a new foreground color or the RIGHT for background.
-
- The color bars provide 32, 64 or 128 colors from your 256 color
- palette at any time. At default, each color bar contains 16 colors.
- Use the scroll arrows to change the colors selections. The upper and
- lower color bars play an important role in colorizing grey pictures.
- This will be explained further.
-
-
- 6. Undo Function
-
- When the Main Menu screen pops-up, your current screen is saved and
- your can 'undo' all the changes from the last time the Main Menu was
- invoked. Regardless of changes made, your screen will be restored.
- If the Main Menu is invoked and no options are selected, your next
- UNDO will be based on that screen; the UNDO screen is generally the
- screen last modified BEFORE invoking the Main Menu.
-
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- Page ... 3
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- 7. Brush Menu
-
- ┌───────────────────────────────────────────────┐
- │┌────┐┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ────┼┼> ││ │ │███│ │ │ │ │ │ │ │ │ │ ││
- Active │└────┘└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- BRUSH ┌─>normal <> MODE Rect Circ Line Diag MASK│
- │ └───────────────────────────────────────────────┘
- current mode
-
- The Active box will show the current "brush" selected. The "<>" box
- cycles through the different brush sizes or variations. There are 6
- RECTangular sizes, 3 CIRCular, 3 Horizontal LINEs, 3 Vertical LINEs,
- and 6 DIAGonal brushes. The "MODE" box cycles through five different
- brush modes: normal, spray, air#1, air#2 and eraser.
-
- Spray paint and airbrush (Air#1 and Air#2) modes work only with the
- RECTangular or CIRCular brush; these brush modes will operate on the
- rectangular areas defined by the brushes; future versions will be
- shape-specific.
-
- Air#1 is a REAL airbrush that "adds" a color mixture as you paint over
- your picture, following the principle of Additive Color Mixtures (see
- "Notes on Additive Color Mixtures" in Appendix C). Air#2 mixes colors
- in a more gradual fashion. With Air#1, if you spray yellow over a red
- area, the closest color to orange in your palette will be painted;
- with Air#2, the closest color to yellow-orange in your palette will be
- painted. Spray will paint random dots over a defined area; if used
- with the MASK flag on, you will be able to spray over a selected color
- as if you placed a stencil over the area to be painted.
-
- Eraser mode uses the color BLACK (color 0) as the foreground color;
- you cannot choose BLACK as a foreground color. Use large RECTangular
- brushes for quicker erasures.
-
- The MASK flag acts as a stencil; when this flag is set, only pixels
- with the current background color will be replaced with the current
- foreground color; this will work in all modes except Air#1 and Air#2.
-
-
- 8. Color Menu
-
- Selecting "COLOR" from the Main menu brings you to this sub-menu.
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ OVRL SWAP FILL CBAR ZOOM AREA COLOR UNDO│
- │ - Color - Menu - Colorization - MAP mode│
- └───────────────────────────────────────────────┘
-
- "OVeRLay" replaces all pixels with background color with foreground.
- "SWAP" exchanges all pixels with background color with foreground and
- vice-versa. "UNDO" mode cancels "OVRL" and "SWAP" implementation.
-
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- Page ... 4
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-
-
- Clicking "ColorBAR" (CBAR) will make the Scroll Arrows cycle through
- 16, 32, or 64 COLOR RANGE colorbars. Use the 32 or 64 COLOR RANGE to
- view and select more colors at any time. COLOR RANGES are extensively
- used by the "AREA colorization" and "ZOOM" functions.
-
- │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒█▓▒▒░██░░▓▓▒▒░░▓▓██▓}│ <─┐
- └───────────────────────────────────────────────┘ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░██▓▓█▓▓▓▓██▓} <──Bars
- ^ ^
- └─────────────── Scroll Arrows ──────────────┘
-
- In "Area" (colorization), the upper and lower colorbar selections are
- significant. When selected, all colors in the lower colorbar will be
- replaced by all the colors from the upper colorbar with a one-to-one
- correspondence. Once selected, on exit, the arrow cursor will appear
- instead of your current brush.
-
- AS A RULE, THE APPEARANCE OF THE ARROW CURSOR INDICATES A BLOCK FORM
- OF EDITING OR SETTING OF A STARTING POSITION WHEN PERFORMING ANY AREA
- PROCESSING FUNCTION. Pick a starting point on your screen and drag
- the cursor (pressing LEFT button). Upon releasing the LEFT button,
- all colors in the upper colorbar will replace all the colors in the
- lower colorbar. The "colorized" area will be have a blinking outline;
- click RIGHT to reject or the LEFT to accept.
-
- Grey images provide the luminance information of your picture (16, 32
- or 64 grey scales); by altering color ranges, you can select/replace
- the colors within the range with any other color range defined in the
- COLOR MAP. The minimum range you can affect is 16. Use the OVeRLay
- color function or MASKed brushes to replace individual colors.
-
- "ZOOM" (colorization) works like "Area" but on a "zoomed area". ZOOM
- has three modes - NORMAL, XCOLOR and PROCESS. XCOLOR (eXchange COLOR)
- mode replaces individual colors using the colorbars as reference; only
- selected colors on lower color bar are replaced with upper colorbar.
- ZOOM (in XCOLOR mode) lets you change those "difficult areas" where
- objects border other objects or the background.
-
- NORMAL mode is like any other ZOOM function where your paint over any
- color;other options while "ZOOM" editing. The PROCESS mode uses color
- image processing algorithms; these are discussed later.
-
- "COLOR MAP" shows all 256 colors. Colors are arranged in 8 rows of 16
- color boxes. The first 128 colors are arranged from the LEFT to RIGHT
- starting from TOP to BOTTOM (COLORS 0 to 127). The next 128 colors
- (COLORS 128 to 255) are arranged in the reverse order from RIGHT to
- LEFT starting from the BOTTOM to the TOP; this shows its inverse
- organization. See Appendix A (Palette Organization Map) for details.
- Each color box is configured to show its complimentary or inverse
- color for experimenting with creative "color inversing" techniques.
- ┌────────┐
- Main Color ─────┼>████ │
- │█████ │
- │ <┼───── Inverse color
- └────────┘
-
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- Page ... 5
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-
-
- You can pick any foreground color EXCEPT COLOR 0 (see Appendix A); to
- use COLOR 0 (normally BLACK), you will have to use the ERASER brush.
- Click LEFT over any color to select a foreground color or RIGHT to
- select background; these will be appear at RGB boxes (at lower left).
-
- ┌─────────────────────────┐
- │ R=10 G=20 B=30 │
- │ ┌────┐ ┌────┐ ┌────┐ │
- │ │ ^ │ │ ^ │ │ ^ │ <┼───── background color
- │ └─┼──┘ └─┼──┘ └──┼─┘ │
- └───┼───────┼────────┼────┘
- │ │ │
- └── foreground color
-
- Palette editing is accomplished by altering the RGB values of the
- foreground color. Place your cursor on any of the 3 boxes labelled
- [R]ed, [G]reen or [B]lue. Clicking the RIGHT quickly increases RGB
- values. Clicking the LEFT decreases RGB values by one. As you modify
- the mixture, you'll see the color change. You cannot select COLOR "0"
- as foreground; if you want to modify it, use editing functions below.
- See Appendix C for more information on color mixing. IF YOUR COLOR
- MIXTURE RESULTS IN TWO INVERSELY RELATED COLORS IN A COLOR BOX TO BE
- EXACTLY ALIKE, YOUR CHANGE WILL BE REJECTED !
-
- To the lower right corner are four boxes. Copy, Swap, Digi and Reset
- provide extensive palette editing functions.
-
- COPY is very useful in making very subtle color changes since an
- increase in the "quanta" of R(ed), G(reen) or B(lue) by 1 may not be
- noticeable. To copy a color, select the source color as BACKGROUND
- then select the destination color as FOREGROUND. Click the COPY box
- with your LEFT mouse button. SWAP works like COPY but exchanges the
- selected foreground color with the selected background color; use this
- to rearrange your entire palette.
-
- RESET restores a selected color's registers or the whole palette after
- any modification BEFORE selecting a new foreground or background color
- to edit.
-
- DIGI will "fill-in" or "spread" all colors between selected foreground
- and background colors. The colors generated between the two "anchors"
- follow the Principle of Additive Color Mixture (see Appendix C). To
- select a range, pick a foreground color as the start of the range, and
- a background color as the end of the range. Click the DIGI box and
- all the colors in the range will "spread" between the two "anchors".
- CLICK THE RESET BOX TO RESTORE YOUR PALETTE IMMEDIATELY AFTER THIS
- FUNCTION; THIS IS YOUR ONLY CHANCE TO UNDO !
-
- To exit, click EXIT box with the LEFT button; for quicker exits, click
- both buttons in succession. After selecting a new foreground color,
- BEFORE releasing the LEFT button, click the RIGHT; OR after selecting
- a new background color; click the LEFT button before releasing the
- RIGHT button.
-
- The last option in this menu is the "Fill Menu"; clicking this box
- transfers you to the border tracing, pattern/gradient fill functions.
-
-
-
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- Page ... 6
-
-
-
-
- 9. Fill Menu
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │ │ │ │ │ │ │███│ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ CBAR UpDn DnUp LfRt RtLf PTRN TRACE EXIT│
- │ ------ Gradient Fill ------ Pick Shape Menu│
- └───────────────────────────────────────────────┘
-
- The FIRST box you MUST select is TRACE Shape. Select any object with
- a solid color or the background; place your cursor at the center of
- the shape; press the LEFT button. The shape will be filled with the
- foreground color. All pixels in that shape with the same color (i.e.,
- whatever was under the cursor) will be filled. Keep that filled
- object as is, or pick a new color and repeat the process indefinitely.
-
- TRACE Shape was designed for complex shapes NOT complex patterns
- within pictures. INTRICATE PATTERNS INSIDE PICTURES HAVE COMPLEX
- 'TRAPS' OR REQUIRE TOO MUCH MEMORY - RESULTING IN A WARNING BEEP. You
- can always retrace and fill 'unfilled' portions; be patient and wait
- for the warning beep in rare cases when the 'fill' seems 'trapped'.
-
- Gradient fills are ranges of colors spread evenly throughout your
- traced shape. The range of the gradient fill is determined by CBAR
- (ColorBAR); four types of gradient fills are available: UpDn, DnUp,
- LfRt and RtLf. The selected range is the upper Color Bar; use the
- scroll arrows to select different color gradients.
-
- Pattern fills can be selected by invoking the PTRN (PaTteRn) PICK box;
- when you slide your cursor out of the menu, an entire screen of 16x16
- patterns (256 colors maximum) will be presented. Point your arrow
- cursor over any pattern; the LEFT button will underline your selected
- pattern. Press the RIGHT button to EXIT and fill your shape with the
- selected pattern. Pressing the RIGHT button over any pattern will
- immediately select that pattern and EXIT to fill your shape.
-
- You can fill a traced shape with any gradient or pattern fill option
- indefinitely ! If EXIT is selected or another shape traced then the
- fill is set; you can UNDO fills ONLY from the Main Menu. GRADIENT OR
- PATTERN FILL FILLS REQUIRE A COMPLETELY TRACED OBJECT. If you get the
- 'warning beep' then the object was not completely traced. Use the
- ZOOM functions to simplify the 'object' by removing intricate 'traps';
- future updates will deal with such 'traps' more intelligently.
-
- Editing any pattern is similar to editing a picture. PATTERN.BLD has
- all the patterns. Each pattern is a 16x16 matrix of colors arranged
- on the screen and is located at every 20th pixel (horizontally and
- vertically). Use the ZOOM editing features to edit or create you own
- patterns. PATTERNS PROVIDED WITH VGACAD USE THE DEFAULT.PLT; THE
- APPEARANCE OF PATTERNS WILL CHANGE WITH OTHER PALETTES. THE FILENAME
- PATTERN.BLD IS RESERVED; "PTRN PICK" WILL ALWAYS LOOK FOR THIS FILE.
- To create a new pattern file with a different palette, copy/rename the
- PATTERN.BLD file; load a different palette and edit the PATTERN.BLD
- file to your heart's content.
-
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- Page ... 7
-
-
-
-
- 10. Zoom Menu
-
- ZOOM features are compiled as a "chain to" module for easy update as a
- separate component; all UNDOing must be performed before exiting this
- module. When ZOOM is selected from the COLOR Menu, a "Viewing Window"
- will appear as your cursor; place the cursor over any section to be
- "zoomed" and click the LEFT button; the RIGHT button exits back to the
- Main Menu. While in "ZOOM" mode, other options will appear. After
- editing and exiting (i.e., clicking "*OK*") you can continuously
- select another area for "ZOOM" editing until you click the RIGHT
- button. The edited area is always displayed in the Viewing Window.
-
- VIEWING ┌───────────────────────────────────────────────┐
- WINDOW │┌─────┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- └───────┼┼> │Mode │███│ │ │ │ │ │ │ │ │ │ ││
- CURRENT │└─────┘ │ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- MODE ────┼>NORMAL <┘ UNDO FIND MARK CBAR COLOR *OK*│
-
- │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒█▓▒▒░██░░▓▓▒▒░░▓▓██▓}│ <─┐
- └───────────────────────────────────────────────┘ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░██▓▓█▓▓▓▓██▓} <──Bars
- ^ ^
- └─────────────── Scroll Arrows ──────────────┘
-
-
- NORMAL and XCOLOR Modes
-
- Clicking the Viewing Window (with the LEFT button) will cycle the ZOOM
- mode between the XCOLOR (eXchange COLOR) mode, NORMAL mode and PROCESS
- mode. The NORMAL and XCOLOR modes will display the above menu. As
- explained in the AREA colorization function, XCOLOR mode replaces each
- pixel belonging to the range of colors specified in the lower color
- bar with corresponding colors in the upper color bar.
-
- NORMAL mode lets you change any pixel with the foreground color. In
- XCOLOR mode, all incidences of any color in the lower color bar will
- be replaced by the upper color bar. Only colors belonging to the
- lower colorbar will be affected. If no color exists which belong to
- the lower colorbar then nothing will be modified ! Clicking "zoomed"
- pixels with the LEFT button will be replaced by the foreground color
- in NORMAL mode or replaced with the corresponding colors in XCOLOR
- mode; all changes are reflected in the Viewing Window. Clicking the
- "RIGHT" mouse button will reset any particular pixel to its original
- color before "zoom" editing, despite the number of times you have
- changed the pixel color in ANY mode !
-
- "Mark" will place an "*" on all "zoomed" pixels that match the fore-
- ground color to identify "hard to distinguish" colors due to subtle
- differences. Select a foreground color from the color bars then click
- "FIND"; all matching pixels will be marked with an asterisk ("*").
-
- "Find" is the reverse function of "Mark"; it will find any color (by
- locating it on the appropriate LOWER colorbar). Simply click "Find"
- then click any pixel in your "zoomed image"; VGACAD will look for the
- correct LOWER colorbar and color, then highlight it.
-
-
-
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- Page ... 8
-
-
-
-
- ColorBAR (CBAR) is basically the same function in the COLOR menu.
- This is an added convenience so that you can change the lower and
- upper color bar ranges while you work on the "Zoomed" image.
-
- "Color" - calls the COLOR MAP for palette editing; all functions COLOR
- MAP functions are replicated here for your convenience.
-
- "UNDO" - will restore ALL of the "zoomed image" to its original state
- despite ALL changes in ANY mode.
-
- "*OK*" - will replace your "zoomed area" in your picture and return
- you to the main screen; all changes are final. You can now select
- another area for "ZOOM" editing or exit.
-
-
- PROCESS Mode
-
- In PROCESS mode, each pixel will be altered by color image processing
- options: LITE, HAZE, DARK, and BLEND. The boxes in the ZOOM Menu will
- be changed as follows.
-
- ┌─────┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐
- │ │Mode │ │ │ │ │ │ │ │ │███│ │ │
- └─────┘ │ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘
- PROCESS<┘ UNDO LITE HAZE DARK BLEND *OK*
-
-
- HAZE, "smooths" each pixel with 10 levels of "smoothing"; high levels
- leave more detail but apply less "smoothing". DARK and LITE will
- either add or reduce the amount of "white" in a colored pixel. BLEND
- will "blend" your current foreground color with the color of zoomed
- pixels and select the closest color that matches the "color mixture"
- based on the Principle of Additive Color Mixtures (see Appendix C);
- BLEND functions in the same way Air#1 (Airbrush #1) does. All color
- processes select the closest matching color from your limited 256
- color palette; the richer your palette, the better the match.
-
- HAZE, LITE and DARK functions use a buffer of the image in the Viewing
- Window; as such, once a pixel is modified (i.e., HAZEd, LITEned or
- DARKened) it cannot be modifed again recursively. For example, if you
- wanted to change a red pixel to pink, you would select the LITE box
- and the appropriate setting (by clicking the LITE box until you have a
- selected setting), then click that specific pixel. If you wanted it
- to become "light pink", clicking that specific pixel again will NOT
- make it lighter; either increase the LITE setting and click that pixel
- again or click OK and repeat the above process. This non-recursive
- rule applies to HAZE, LITE and DARK; this way, you have much better
- control over the pixels your are "zoom editing".
-
- NOTE: WHEN USING HAZE LITE OR DARK, COLORBARS ARE DEACTIVATED.
-
- BLEND is recursive; each successive "click" of a zoomed pixel will
- make that pixel come closer and closer to the foreground color until
- it becomes the foreground color; this function is useful for
- "tinting" or "shading" any pixel with ANY foreground color.
-
-
-
-
-
-
- Page ... 9
-
-
-
-
- PATTERN EDITING
-
- To edit a 16x16 section for use as a PATTERN FILL, select the pattern
- with the "Viewing Window" cursor; each 16x16 pattern is located at
- every 20th pixel (vertically and horizontally). Once an area is
- zoomed, check the alignment by clicking the RIGHT button over the
- Viewing Window to see how the pattern looks in a "filled" rectangle;
- misaligned patterns have unwanted borders replicated in each 16x16
- section. Press any button to return to zoom editing; you can edit it
- using ALL Zoom editing functions in ANY mode. Whenever, you want to
- "see" the edited 16x16 pattern in a "test fill", click the Viewing
- Window with the RIGHT button.
-
-
- 11. Image Processing Menu
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ HAZE DARK LITE CNVT CONT BLUR KERNL GO │
- │ -Color Process- -- Gray Image Processing -- │
- └───────────────────────────────────────────────┘
-
-
- COLOR PROCESSES
-
- The HAZE, LITE and DARK functions described in the ZOOM Menus work in
- a similar manner here; the main difference is that they operate as an
- area process; any defined rectangular area will be affected rather
- than individual pixels.
-
- TO PROCESS ANY GIVEN AREA (any method in this menu), determine your
- process and parameters by clicking the appropriate boxes successively;
- then CLICK "GO". As in "Area Colorization", define an area to be
- processed; it will be highlighted by a blinking frame for acceptance
- (LEFT) or rejection (RIGHT). If rejected, you can define another area
- or press the RIGHT button again to exit.
-
- GREY SCALE CONVERSION
-
- CoNVerT will convert color to grey shades; screens and palettes are
- PERMANENTLY altered. Cycle through the options listed below by
- clicking the CNVT box; then click "GO". After conversion, the picture
- will be highlighted; as usual, LEFT accepts and RIGHT rejects.
-
- "Stretched 64" - the highest grey scale resolution. Your picture will
- be stretched to simulate 256 grey shades on a 64 grey continuuum.
-
- "Stretched 32" - medium grey scale resolution (256 grey scale on 32
- grey continuum). This is useful when you intend to increase contrast
- or use more colors for colorizing after image processing.
-
- "Stretched 16" - low resolution grey scale (256 grey scale on 16 grey
- continuum). This has very high contrast and gets the most number of
- colors for colorization.
-
-
-
-
-
- Page ... 10
-
-
-
-
- USE ONLY PICTURES CONVERTED WITH THE "STRETCHED" OPTIONS FOR IMAGE
- PROCESSING. THE OPTIONS BELOW ARE FOR COLORIZATION AND SAVING OF A
- PROCESSED IMAGE. The included palette "GRAY256.PLT" will view all
- pictures saved "STRETCHED nn" options.
-
- "COLORS 16-31" - After processing your image, using any of the
- "stretched" options, use this to change your image/palette to fit the
- default 16 grey palette that the VGA/MCGA card initializes to. The
- image is converted and looks like the "Stretched 16" option. When you
- save an image converted with this option, your image can be "Bloaded"
- in BASIC without any palette or loaded into VGACAD at start-up without
- any palette. You will have 16 color ranges to colorize your image.
-
- "COLORS 32-63" - This option works the same way "COLORS 16-31" option
- does, but converts you image to correspond to the colors 32 to 63.
- The image looks like "Stretched 32" option. "GRAY32.PLT" will show
- all pictures converted with this option. This option allows 8 color
- ranges for colorization.
-
- "COLORS 64-128" - This option converts your image with as you would
- view it with the "Stretched 64" option. The included palette
- "GRAY64.PLT" will view pictures saved under this option. 4 color
- ranges for colorization are possible.
-
- CONTRAST STRETCHING & ENHANCEMENT
-
- CONTrast Stretching uses a "histogram" of your grey pixels. Each
- pixel has a grey value (0-255); for this reason, it is important to
- use only "stretched nn" options when converting for image processing.
-
- Contrast Stretching equalizes the grey distribution to evenly span the
- range of 0 to 255 values. A typically unequalized image may have the
- following distribution of pixels. The low and high bins are the edges
- of the histogram distribution. All pixels between the edges (i.e.,
- the high and low bin) are stretched to fill the entire 256 grey range.
-
- N ╔═════════════════════════════════════════════════════╗
- ║ low ▓▓ high ║
- P ║ bin ──┐ ▓ ▓▓▓▓ bin ║
- i ║ │ ▓▓ ▓▓▓▓ │ ║
- x ║ ▓ ▓ ▓▓▓▓ ▓▓▓▓ ▓ ║
- e ║ ▓ ▓ ▓▓▓▓▓▓▓▓ ▓▓▓▓▓ ▓▓ ▓▓▓ ║
- l ║ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
- s ╚═════════════════════════════════════════════════════╝
- 0 -------------------------127----------------------255
-
- After Contrast Stretching the distribution will approximate this.
-
- N ╔═════════════════════════════════════════════════════╗
- ║ ▓ ▓ ║
- P ║ ▓ ▓ ▓ ▓ ▓ ║
- i ║ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ║
- x ║▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓║
- e ║▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓║
- l ║▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
- s ╚═════════════════════════════════════════════════════╝
- 0 -------------------------127----------------------255
-
-
-
-
- Page ... 11
-
-
-
-
- You will note that the pixels now span the entire range and contrast
- is improved. Bright pixels are brighter and dark pixels darker, other
- pixels in between are affected the same way.
-
- Upon selection of this option, you will requested for a "Minimum"
- number. This number is the threshold for selecting the high and low
- bins. The higher the number, the more likely that the bins will
- center on the middle and increase the Contrast Stretching effect.
- Since the histogram distribution is based on your defined area, the
- expected number of pixels per grey value will be much less in smaller
- areas than a larger area. Selecting a large "Threshold Minimum" for a
- small area may result in no change since no bins may be located. Try
- different Threshold Values to attain a desired effect.
-
- GREY BLURRING (Monochrome ANTI-ALIASING)
-
- BLURring results in a "smoothed" image with reduced "jaggies". Here,
- the "Threshold Minimum" value adjusts the amount of "spikes", edges or
- details retained. The higher the value, the smoother your image will
- be (including all other details). You have to experiment with the
- right "Threshold Minimum" that "smooths" your image yet keeps a lot of
- detail. This function uses "3x3 Pixels Averaging" with a variable
- threshold; its has advantages in adding more grey scale values in a
- picture with narrow grey scale distributions. For example, if you
- captured an 320x200x16 grey GIF with VGACAP, using this method you
- will introduce intermediate grey values between the 16 grey scales
- which will make it more lifelike and approach photographic quality.
-
- There is a special mode. If you select a "Threshold Minimum" of 256,
- a "3x3 Pixels Median Filter" is used; this mode is effective in
- removing random noise while maintaining edge details. This method is
- slower but results in a smoother picture with more edge detail. On
- the "downside", it does not "add" intermediate grey pixel values.
-
- KERNEL CONVOLUTION (EDGE DETECTION & HIGH FREQUENCY BOOSTING)
-
- KERNeL Convolution will detect edges in your picture. You can detect
- only vertical, horizontal, diagonal or ALL edges. This Kernel detects
- all edges:
- ╔═══╦═══╦═══╗
- ║-1 ║-1 ║-1 ║
- ╠═══╬═══╬═══╣
- ║-1 ║ 8 ║-1 ║
- ╠═══╬═══╬═══╣
- ║-1 ║-1 ║-1 ║
- ╚═══╩═══╩═══╝
-
- If the value "8" is changed to "9" then this becomes a "High Frequency
- Boost" which "feeds back" the edges of your image, resulting in a very
- sharp but "noisy" image. The center value can be varied up to 12 for
- creating "overexposed" effects.
-
- All image processing option follow the same user interface. Select a
- rectangular area to be processed. After processing an area, you can
- accept it or reject (and start over) or exit altogether.
-
-
-
-
-
-
- Page ... 12
-
-
-
-
- 12. Edit Menu
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││███│ │ │ │ │ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ AUTO USER EDIT Port 90' Horz 180' Vert│
- │ Size Size Menu -- FLIP & CONVERT SCREEN -- │
- └───────────────────────────────────────────────┘
-
- AUTO Size shrinks or expands any defined area with its aspect ratio
- intact. The image is always proportional regardless of resizing.
- Select a starting point; keep the LEFT button down and define an area.
- The captured area will be highlighted. Select a NEW starting position
- and define an area which the captured image will either shrink or
- expand into. After releasing the LEFT button, the image will "resize"
- into the new defined area. Resized image are highlighted; as usual,
- accept with the LEFT or reject (and repeat or exit) with the RIGHT.
- Once you accept a change the image is permanently set; you cannot
- "undo" the change after accepting it. This function uses a 5/6 aspect
- ratio and will be distorted if you are using the "1:1 aspect ratio"
- simulated by vFIX SCRN in the VSCRN menu (discussed later).
-
- USER Size works the same way AUTO sizing does without maintaining the
- aspect ratio. Your new image will be stretched or distorted anyway
- you like. Use this for special effects or to manually correct the
- aspect ratio of a digitized image.
-
- FLIPPING IMAGES
-
- "Port" (Portrait) rotates you entire screen 90 degrees with corrected
- 5/6 aspect ratio; do not use this with vFIX SCRN option in VSCRN. A
- frame will appear which you can set as the desired location for your
- portrait. Use this to convert images that are captured sideways.
-
- ┌──────────────┐ ┌─────┐
- │██████████████│ │█▓▓▒▒│
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓│ ---> │█▓▓▒▒│
- │▒▒▒▒▒▒▒▒▒▒▒▒▒▒│ │█▓▓▒▒│
- └──────────────┘ └─────┘
- BEFORE AFTER
-
- "90'" will flip any captured area 90 degrees. Like portrait, it will
- correct the image with a 5/6 aspect ratio. Almost no detail is lost;
- the maximum size for conversion is the largest perfect square on your
- screen. Do not use this with vFIX SCRN option in VSCRN !
-
- "Horz" (Horizontal Flip) will flip any area as you would see it in a
- mirror. No detail is lost.
-
- "180'" (180 degree Flip) will flip any area as you would see it
- "upside down". No detail is lost.
-
- "Vert" (Vertical Flip) will flip any area as you would see it in a
- mirror, but "upside down". No detail is lost.
-
-
-
-
-
-
- Page ... 13
-
-
-
-
- THE EDIT SUB-MENU
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███│ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │COPY CUT FILE DRAG INVS NORM OVRLY EXIT│
- │-Clipboard- Menu -----Paste Options----- │
- └───────────────────────────────────────────────┘
-
- The "EDIT Menu" transfers you to a "CUTTING and PASTING" sub-menu.
- YOU CAN ONLY EXIT THIS MENU BY CLICKING THE EXIT BOX. "FILE Menu"
- will transfer to the file routines then return you to this menu.
-
- To capture an image, choose COPY or CUT; the latter option deletes the
- image from your screen. Select area for COPY OR CUT; after releasing
- the mouse button, the defined area is highlighted for acceptance or
- rejection. If accepted, you can save it to a *.CLP file through the
- FILE Menu transfer or use any of the 4 pasting options.
-
- OVeRLaY will probably be your most often used mode. It will paste
- an image without destroying the background. Images with a BLACK
- (color 0) background will have a "lasso" effect, wherein only the
- foreground portion of the "clipped" image is placed on the screen.
-
- NORMal and INVerSe will replace any background image with the
- captured image; INVerSe uses the inverse or complimentary colors.
-
- DRAG will continuously OVeRLaY your captured image until you
- release the LEFT mouse button - good for special effects.
-
- To paste, simply select the mode then place your cursor at a starting
- location. The moment you press the LEFT mouse button, the image will
- appear (flashing); you can then move your captured image to the
- desired location. Once you release the LEFT mouse button the image
- will be set and highligted for rejection or acceptance. If rejected,
- you can simply start all over. You can only paste after capturing an
- image or retrieving one from a file. If you exit the EDIT menu, any
- clipped images will be released; be sure to save it through FILE menu.
-
-
- 13. Shapes Menu
-
- Selecting SHPS ("Shapes") "chains" the Shapes module. Like ZOOM,
- this module will take a bit longer to activate and return to the Main
- menu; it is a separate module designed to "grow" and expand with
- extensive geometric and 'CAD' functions.
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ 1 │ │ <─┼─┼───┼┼───┐
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│ │
- │ UNDO FILL Poly Rect Circ Line Curve EXIT │ │
- │{█▓▓█▓▓░░▓▓██▓▓▒▒▓▓██▓▓▒▒▓▓▒▒▓▓▒▒██▓▓▒▒▓▓▒▒▓▓▒}│ │
- └───────────────────────────────────────────────┘resolution
- {▓██▓▓▓▒▒▓▓██▓▓▒▒▓▓██▓▓▒▒▓▓██▓▓▒▒██▓▓▒▒▓▓▒▒▓▓▒} of splines
-
-
-
-
-
- Page ... 14
-
-
-
-
- When constructing a shape, the RIGHT button aborts placement; pressing
- the RIGHT button with the "arrow" cursor exits. The LEFT constructs
- or sets a constructed shape. The UNDO function will UNDO the last
- shape set; you can only UNDO shapes here. VGACAD supports (filled or
- hollow) circles/ellipses and rectangles. Filled shapes paint over the
- current screen up to borders with the foreground color regardless of
- the image. Click the FILL box to fill constructed shapes. Use the
- FILL Menu (sub-menu of the COLOR Menu) to fill complex shapes with
- solids, gradient or pattern fills.
-
- For circles, ellipses and rectangles, pick a starting position (e.g.,
- upper-right for rectangles or center for ellipses); drag your cursor
- keeping the LEFT mouse button down; dragging the cursor down increases
- the length of the rectangle or Y radius of ellipse; moving right
- increases the rectangle width or the X radius of ellipse. When happy
- with the shape, release the LEFT mouse button. Place new shapes
- anywhere by moving your mouse even if an ellipse/circle was partially
- clipped during construction; hit the LEFT to set or RIGHT to abort.
-
- Rectangles can have borders (1 to 16 pixels thick); clicking the RECT
- box will increase and reset the border (to 1 when it exceeds 16). The
- border thickness in indicated in the LINE box.
-
- LINEs begin when you hit the LEFT mouse button and end when released.
- Once released, the line will blink. Hitting the LEFT button sets the
- line while the RIGHT aborts.
-
- CURVE will plot up to 32 points connected by straight lines. You can
- plot less than 32 by hitting the RIGHT button. After plotting your
- 32nd point (or last point), splines are calculated and connected. The
- number in the Curve Box is the resolution; the lower the number, the
- smoother the curves (it will also take longer to calculate). During
- calculation you will hear random beeps to tell you that it is working.
-
- POLY works like the Curve plotting but has unlimited connected lines.
- The last line (when RIGHT button is pressed) is always connected to
- the first to close the polygon. Use the Fill Menu to fill your
- polygons with the TRACE function.
-
-
- 14. Text Menu
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███│ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │NORM INVS NORM INVS MIX ---- COLOR ----│
- │--Overlay-- ----Replace------ BAR │
- └───────────────────────────────────────────────┘
-
- NORMal (Overlay) writes in the selected foreground color without
- destroying background (an "O" will have the image showing through its
- center). INVerSe (Overlay) places an inverse letter in the selected
- foreground color without destroying background; <spcbar> will leave a
- trail of solid blocks since a blank is a filled block when inversed.
-
-
-
-
-
-
- Page ... 15
-
-
-
-
- NORMal (Replace) places text on the screen, destructively - background
- is not preserved. INVerSe (Replace) will, destructively, place the
- inverse text image.
-
- MIX (Replace) will place text with both the selected foreground color
- and background (e.g., yellow text on a blue background). COLOR BAR
- will activate the colorbars for color selection.
-
- To place text on your screen, first select the mode. An inverse box
- appears as the cursor. Place cursor at the starting point of your
- text and hit the LEFT button. A rectangular box will appear and you
- can begin typing your text. Text "wraps around"; pressing <return>
- moves to the next line. <Backspace> will undo your typos and restore
- the original image. Press <Esc> to keep your text, move to a new
- location, and repeat the process. You can always "undo" everything
- from the Main menu.
-
- To be able to go back and change your text to different colors at the
- their current positions, use the "Normal Overlay" mode and always
- start your text cursor at the "HOME" position (extreme upper-left);
- move around using <return> and <spcbar> to ensure text alignment.
-
-
- 15. File Menu
-
- Changes to .CLP when in EDIT sub-menu.
- ┌─────────────────┼─────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐│┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███<┘│OK │ │OK │ │OK │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │.BLD .PLT .GIF Meld Load Save VSCRN EXIT│
- │ ---FileType---- │
- └───────────────────────────────────────────────┘
-
- Over "FileType" are three types of extensions. You must select a
- filetype before LISTing, SAVing or LOADing. ALL BOXES MARKED 'OK'
- REQUIRE CLICKING THE 'OK' BOX, AT BOTTOM-RIGHT, TO PROCEED (to avoid
- the inadvertent loss of your current screen and palette).
-
- ".BLD" are screens with "BLoaDable" format used in BASIC programs.
- You can import CGA pictures with CGA2VGA, "readmacs" with MAC2GIF
- or EGA/VGA 16-color pictures with EGA2VGA.
-
- ".PLT" are "PaLeTte" files, also in a "bloadable" format which can
- be used to save and restore ranges of palette information by using
- one BIOS call to reactivate the whole palette.
-
- ".GIF" are pictures saved in CompuServe's Graphic Interchange
- Format. In this release, any image up to 2048x2048x256 can be
- loaded, but interpolated to 320x200x256; use SQZGIF for large 256
- color pictures or user the VSCRN options discussed below.
-
- ".CLP" are "CLiP" art files that were captured with the BASIC "GET"
- command and can be reloaded with the "PUT" command in another BASIC
- program. ".CLP" art files will can only be activated when in the
- EDIT sub-menu and called using the File Sub-Menu transfer option.
-
-
-
-
-
- Page ... 16
-
-
-
-
- To list files, click "BLD", "PLT", "GIF" (or "CLP") box; click again
- to cycle through remaining files (if any) until you reach the end.
-
- To change your drive or sub-directory click the word PATHNAME and
- key-in your new drive and/or sub-directory. All pathnames MUST end
- with a backslash. Below are examples of correct syntax:
-
- A:\MYDISK\
- C:\VGACAD\PICS\
-
- SAVE and LOAD will operate on files with .BLD, .PLT, .CLP and .GIF
- extensions. Once you select this box, an inverse "text bar" will
- appear; use that cursor to highlight a filename that you want to save
- or load. If you want to create a new file, move the "text bar" to
- FILENAME and click LEFT button; enter any name up to eight letters
- long. Incorrect filename lengths result in an error beep and are
- rejeced. Once a filename is selected by highlighting or keying-in a
- new name, click the "OK" box and your filename will be saved or
- loaded. The OK box is inversed while saving or loading.
-
- BLD files are automatically loaded with their matching PLT file. If
- no matching PLT is found then none is loaded; this is a convenience
- that applies ONLY to the "LOAD" file function.
-
- MELD lets you to load a different PLT file which the current screen
- and palette will be modified to closely approximate the new colors in
- the new palette. Both the PLT and MELD boxes will be "set" when MELD
- is selected. As usual, after transformation, you can accept with the
- LEFT or reject with the RIGHT. Meld is critical to mixing various
- colored screens into a large screen using VSCRN (explained below).
- Very divergent palettes will NOT MELD well; you have 262,144 color
- combinations and ONLY 256 colors at any time. For this reason we have
- included two ways for color matching.
-
- RGB (Red, Green, Blue) matches are the most stringent and consequently
- more accurate. HSV (Hue, Saturation, Value) matches are more lenient
- and will do a better job of increasing the number of colors matched,
- in a less accurate manner. You will have to experiment with both the
- RGB and HSV algorithms for best results; some images will not "meld"
- with satisfactory results due to RADICALLY DIFFERENT palettes.
-
- The MELD function will perform at its best when you want to compose a
- large GIF from several screens or "clips" that have moderate to minor
- palette differences. If you are using a capture board, then try to
- keep the same palette (i.e., rescan or capture without changing the
- 256 color palette); if you don't have that option then avoid melding
- significantly different scans (e.g, "night scenes" and "day scenes").
-
- "Exit" returns to the Main Menu or Edit Menu (if you used the File
- menu transfer option). "End" will terminate the program and verifies
- if you want to return to DOS; "Y"es ends the program. VSCRN options
- create TEMP files; you will be prompted to delete them or not.
-
- "Wipe" is basically a "clear screen" function. Clicking this box will
- clear your screen and return; this step is irrevocable - no UNDO.
-
-
-
-
-
-
- Page ... 17
-
-
-
-
- 16. VDISK - The Virtual Screen
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │OK │ │ │ │ │ │OK │ │OK │ │███│ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ vFix iSCR View List NCod DCod BLANK EXIT│
- │ SCRN vDSK ---------GIF---------- │
- └───────────────────────────────────────────────┘
-
- VSCRN is a separate module. It is virtually a separate program linked
- to whatever screen you are working on; it is passed from one module to
- another, along with your interface settings. ALL BOXES MARKED WITH
- 'OK' REQUIRE CLICKING THE 'OK', AT BOTTOM RIGHT, TO PROCEED; this is a
- verification step to avoid losing the screen/palette currently loaded.
-
- iSCR vDSK (Image Screen Virtual Disk) is your link to VERY LARGE GIFs.
- Pressing [F1] shows all the keyboard commands while the "iSCR vDSK"
- functions are activated.
-
- A Virtual Screen can be created by using the BLANK function or by
- decoding a LARGE GIF file with any number of colors (preferably 256
- colors since disk space is wasted with less than 256 colors). With
- the BLANK function, only a specified selection of Virtual Screens are
- available. With LARGE GIF files, you can edit virtually ANY GIF file
- - up to 32KBx32KBx256 !!!
-
- Basically, a Virtual Screen is an image that is MUCH larger than your
- screen; what you see is a "viewing window" that scrolls all over the
- Virtual Screen.
- ┌──────────┐██████████████
- │ Viewing │ ██
- │ Window │ ██
- └──────────┘ ██
- ██ Virtual Screen ██
- ██ ██
- ██████████████████████████
-
- A 640x400 virtual screen, has four 320x200 screens in it. Think of
- the "viewing window" as a "zoomed" portion of the total image; in the
- case of 640x400, you are seeing 1/4 of the whole picture at any time.
-
- Before proceeding, let us review what an "aspect ratio" is. Aspect
- ratio is the number of horizontal pixels to vertical pixels that make
- a perfect square. The 320x200x256 mode has a 5/6 aspect ratio; for
- every 6 pixels, horizontally, you need 5 pixels to make the vertical
- line appear as the same lenght on the screen.
-
- With VGA 640x480 screens, the aspect ratio is a perfect 1. The number
- of horizontal pixels matches the number of vertical pixels to create a
- perfect square. All multiples of 640x480 have a perfectly aspect
- ratio; this is why it is suited for DTP (Desk Top Publishing) - "what
- you see is what you get" (WYSIWYG) ! Divide 640x480 by 2; you get
- 320x240; sound familiar ? Yes, 320x240 is the size of Jovian VIA
- scans which have a perfect aspect ratio of 1. 800x600 ? 1024x768 ?
- Any picture that is a multiple of 640x480 has a 1:1 aspect ratio.
-
-
-
-
-
- Page ... 18
-
-
-
-
- On the other "camp" are the 5/6 aspect ratios. 640x400 is a multiple
- of 320x200; so is 1280x800 and so forth. VGACAD uses 320x200 screens
- to edit pictures; as such, if you edit a picture with a 1:1 aspect
- ratio, it will look a little elongated. vFix SCRN will alter your
- screen aspect ratio so that editing in 320x200x256 will still give
- WYSISYG when editing a picture with a 1:1 aspect ratio. Although you
- are editing in 320x200x256, any 320x200x256 section of your Virtual
- Screen will be treated and look like it was created with an aspect
- ratio of 1 ! vFix SCRN toggles between the 5/6 aspect ratio and 1:1
- aspect ratio; you can edit both types of pictures accurately. The 5/6
- and 1:1 aspect ratios cover the universe of IBM/MSDOS, Amiga, Atari
- and MacII pictures. Occasionally, you will get GIFs with weird aspect
- ratios (e.g. 360x480 and 320x400), which will look a bit distorted;
- despite distortion, if you are merely touching-up or "smoothing" a
- "hot spot", writing it back to the Virtual Screen will maintain its
- aspect ratio as long as it is not resized or flipped (these aspect
- ratios will be dealt with in succeeding updates).
-
- ┌─────────────────────────────────────────────────────────────────────┐
- │ *** WARNING *** │
- │ The vFix SCRN option requires a 100% VGA compatible card! │
- │ This option has not been tested for MCGA or PS/2 Model 25/30. │
- └─────────────────────────────────────────────────────────────────────┘
-
- To create a BLANK Virtual SCreen, simply click "BLANK" and select from
- the choices: [A] 640x400, [B] 640x480 and [C] 800x600. Using the
- 640x400 Virtual Screen maximizes VGACAD's editing capabilities since
- it was designed for the 320x200x256 mode. You can paste any image
- created from scratch WITHOUT the vFix SCRN option OFF or any image
- originating from a picture with a 5/6 aspect ratio (e.g., 320x200,
- 640x400, 1280x800).
-
- If you opt for the 640x480 or 800x600 Virtual Screen, then turn the
- vFix SCRN option ON. Images created with the vFIX SCRN ON will have a
- WYSIWYG capability. Images "clipped" from pictures with 1:1 aspect
- ratios will retain its aspect ratio even if the vFix SCRN option is
- OFF (it will look a bit elongated in VGACAD but will look correct when
- viewed as a total picture). Thus, you can use any clip from a picture
- with a 1:1 aspect ratio or create it from scratch using vFIX SCRN.
-
- Remember, you CANNOT mix aspect ratios unless you resize it manually
- (which can be a bit daunting) or create them from scratch with the
- correct aspect ratio setting (with vFix SCRN).
-
- Use "DCOD" (DeCODe) to create a Virtual Screen from a large GIF file.
- Click "LIST" to see what GIFs are available (change the path if
- necessary). Click DCOD and click "OK"; that's it!
-
- The Virtual Screen uses several TEMP.* files. A 640x480x256 GIF will
- use up more than 307,200 bytes of disk space; 800x600x256 needs more
- than 480,000; 1024x768x256 needs more than 786,432 ! Many GIF viewers
- cannot even handle 1024x768x256 screens; with a Virtual Screen you can
- edit virtually ANY GIF (up to 32KB x 32KB x 256). There is a special
- path called "VDSKpath" which tells VGACAD were to write/read pixels
- to/from the Virtual Screen. The speed of "viewing window" is directly
- related to your disk drive; RAMDISK are fastest !
-
-
-
-
-
- Page ... 19
-
-
-
-
- If you have extended or expanded memory, use a RAMDISK for the Virtual
- Screen, to significantly speed reading from/writing to the "viewing
- window"; a cache capability will help too. With a LOT of RAM, copy
- the entire VGACAD program on RAMDISK for "transparent" operation.
-
- Once you have created a Virtual Screen, the next thing to learn is
- moving the "viewing window". "iSCR SCRN" lets you view, get or put
- screens from/to the Virtual Screen.
-
- <Return> "puts" your current screen in any given location on the
- Virtual Screen; <Esc> "gets" a screen from the Virtual Screen for
- editing and image processing and replaces the current screen loaded
- in the "viewing window".
-
- Moving around the Virtual Screen is done through numeric keypad keys.
- Press [F1] for HELP; it provides a summary of these functions.
-
- <Shift-Home> or <Shift-7> jumps to the upper-left section.
- <Shift-End> or <Shift-1> jumps to the lower-left section.
- <Shift-PgUp> or <Shift-9> jumps to the upper-right section.
- <Shift-PgDn> or <Shift-3> jumps to the lower-right section.
- <Shift-5> centers the "viewing window" on the Virtual Screen.
-
- *** ALWAYS KEEP THE NUMLOCK KEY UP ***
- ┌─────────┐ - - - -┌─────────┐
- "viewing │ Shift- │ │ Shift- │
- window"->│ Home │ │ PgUp │
- ├─────────┘ └─────────│
- | ┌─────────┐ |
- | │ Shift-5 │ |
- | │ │ <---- Virtual Screen
- | └─────────┘ |
- ├─────────┐ ┌─────────┤
- │ Shift- │ │ Shift- │
- │ End │ │ PgDn │
- └─────────┘- - - - └─────────┘
-
- By the same logic, all the arrow keys, Home, PgUp, End, and PgDn will
- move the "viewing window" in variable increments of 4 to 64 pixels,
- horizontally, vertically and diagonally. On default, the range of
- pixel movement is 16. Pressing [+] increments the range, while [-]
- decrements; [*] resets the variable "scroll" to 16. When you press
- the [+],[-] or [*] keys, a rising tone indicates the increment level
- (highest tone = 64); lower tones indicate decrements. For precise
- movements, the shifted-arrow keys will "scroll" in the vertical or
- horizontal axes by one pixel.
-
- After editing and/or pasting various "clips" or screens, you can NCOD
- (eNCODe) your Virtual Screen into a LARGE GIF - viewable with VIEW.
-
- VIEW "chains to" the MVGAVU program which supports several video
- modes; it supports 320x400x256 and 360x480x256 in MVGA (Meduim-res
- VGA) mode or "SuperVGA" modes from 640x400x256 to 800x600x256 or any
- User-Definable video mode (unlimited screen size through BIOS calls).
- MVGAVU is a separate program module that can stand-alone as a distinct
- application; MVGAVU is discussed in another section.
-
-
-
-
-
- Page ... 20
-
-
-
-
- 17. VSCRN Tutorial
-
- Editing a Large GIF file (640x480x256)
-
- Let us assume you want to edit a 640x480x256 GIF picture and have a
- corrupted copy of the classic WETT.GIF in a directory "\GIF\SVGA".
- You want to remove some noise patterns from the lower-right corner
- caused by a bad download. You have a PS/2 Model 50, a 30 Meg Hard
- Disk, and 1 Meg RAMDISK as Drive E.
-
- 1) From VGACAD's Main menu, click FILE. From the Files menu,
- click VSCRN. Assuming you are in a sub-directory called
- "\VGACAD" you will have to first locate your picture file.
- Just like in the Files menu, you click the word "Pathname" at
- the bottom of the screen. You type the new path "\GIF\SVGA\".
-
- 2) Now that you have the right path, click the LIST box and all
- the GIF files in that directory are listed. Having a large
- RAMDISK, click "Pathname". Press <ret> without any input to
- retain the PATH. Input the path of your RAMDISK at "VDSKpath"
- - which is "E:\" <ret>.
-
- 3) Click the DCOD box and select "WETT"; press the RIGHT mouse
- button; "Filename: WETT.GIF" appears at the lower left. Now,
- click "OK"; the disk whirls; you see "Creating TEMP files."
-
- 4) After a while, you are returned to VSCRN. Click the "iSCR
- vDSK" box then OK; you see the center of your image which is
- slightly elongated (you are still in a 5/6 aspect ratio). To
- correct the aspect ratio, press "Esc" to get out of "iSCR" and
- click "vFix"; the screen "squishes" about 20%. You are now in
- a 320x200x256 mode with a 1:1 aspect ratio !
-
- 5) Now back to viewing; click "iSCR" then OK and try out all the
- cursor keys. Press [F1] for HELP. With NUMLOCK UP, press
- <Shift-End> to "jump" the "viewing window" to the lower-left
- section of the image - the one you want to edit. Press "Esc"
- and the image is now stored in memory as your new 320x200x256
- screen (but with a 1:1 aspect ratio). Click EXIT and you are
- back at VGACAD's Main Menu with the section to be edited.
-
- 6) Back at VGACAD, you'll notice that all the menus are slightly
- "squished" but the screen looks like you "zoomed-in" the
- 640x480x256 GIF. So far so good. All the VGACAD functions
- will work as normal (with the exception of resizing/flipping
- options which assume a 5/6 aspect ratio).
-
- 7) After some time editing/image processing, you are now happy
- with the results and want to integrate it in your Virtual
- Screen. Click the FILE box from the Main Menu, then VSCRN.
- At the VSCRN menu, click the "iSCR" box, then OK; you see the
- same image you left without your changes. Press <Return> and
- you see the changes being updated to your Virtual Screen.
-
-
-
-
-
-
-
-
- Page ... 21
-
-
-
-
- 8) You think you have fixed the image and want to convert the
- Virtual Screen to a SVGA GIF file. Press "Esc". You are back
- in the VSCRN menu. Click the "LIST" box and the files appear.
- Click the NCOD box and a "text bar" cursor appears. Since you
- want to overwrite your old copy of WETT.GIF, you click the
- LEFT mouse button over WETT. Click OK and your image is now
- being encoded as a SVGA 640x480x256 GIF.
-
- 9) After a while, you are returned to VSCRN. You want to view
- the results of your editing. Click LIST again, then VIEW. As
- usual, select the file - WETT. Click "OK". You are now
- transferred to MVGAVU where you can view your edited image as
- a 320x400x256 or 360x480x256 image on your PS/2 Model 50.
-
-
- Creating a 640x400x256 image from scratch
-
- Let us assume you have a regular IBM XT, 30 meg Hard Disk with an
- Orchid Designer VGA 512KB card. You want to create a 640x400x256
- SVGA GIF using the 320x200x256 images of Phoebe Cates from the
- "Gallery" of Compuserve. You have CATES1.GIF, CATES2.GIF and
- CATES3.GIF; these are all 320x200x256 GIFs. Since you have an old
- Orchid Designer with BIOS v9.4; you run VGAFIX (included) to fix
- the defective BIOS problem before running VGACAD.
-
- 1) Before anything else, you want to find out which of the three
- GIF palettes you want to use as your "reference" palette (the
- one which the other two will be MELDed with). From the Files
- menu, you click the GIF box, select CATES3, click LOAD then
- OK; after a few seconds CATES3.GIF is loaded and you are back
- in the Main menu of VGACAD.
-
- 2) Since CATES3.GIF is the "R-rated" scene of the three pictures,
- you decide that this is the GIF that will be the "reference"
- palette; let the other two GIFs be compromised to fit the
- "reference" palette. Click PLT, specify "CATESREF" (or any
- other name) as the filename, then click OK.
-
- 3) Now transfer to the VSCRN menu by clicking VSCRN. From the
- VSCRN menu, click BLANK. Choose [A] for the 640x400 Virtual
- Screen. After a while, you are returned to the VSCRN menu.
- Click "iSCR", then OK; the screen is literally "blank". At
- this point in time, you are in the center of your Virtual
- Screen. You want to put CATES3 on the lower-left "quadrant",
- so press <Shift-End> (NUMLOCK SHOULD BE UP); the disk whirls
- but you don't see any changes in the screen (it is still
- blank). When the disk stops, press <Return>; the image
- appears and updates the Virtual Screen.
-
- 4) Press "Esc" to get back to the VSCRN menu. Click EXIT and you
- are back in VGACAD's Main Menu with the CATES3 image. Now,
- LOAD "CATES2.GIF". Click "GIF"; select "CATES2"; click LOAD
- then click "OK". CATES2.GIF is now loaded. You are back in
- the Main Menu. Being satisfied with the picture, you forego
- any editing and image procesing and simply want to integrate
- it in the Virtual Screen.
-
-
-
-
-
- Page ... 22
-
-
-
-
- 5) Click FILE; from the Files Menu, click MELD. The PLT and MELD
- boxes are both "set". With the "text bar" cursor, you pick
- "CATESREF" which you previously saved as your "reference"
- palette. You then click "OK". You are now given a choice to
- use RGB or HSV color matching; you guess that the colors are
- close enough so you choose RGB for the best color match. The
- picture changes color then reappears with new colors. Happy
- with the MELDed output, you proceed to VSCRN.
-
- 6) From VSCRN you pick "iSCR" again, then OK, and see the last
- screen you "pasted" on the Virtual Screen (i.e., CATES3). You
- want to place CATES2 in the upper-right quadrant; <Shift-PgUp>
- (NUMLOCK IS UP!) and the screen "blanks" since that "quadrant"
- is empty. Press <return> and CATES2 appears and is updated in
- the Virtual Screen at that location.
-
- REPEAT steps 4 to 6 for the last screen (CATES1) and place it
- at any of two remaining "quadrants" (i.e., the lower-right or
- upper-left). You can use the remaining "quadrant" for text.
-
- 7) Having MELDed the three 320x200x256 screens of Phoebe Cates
- and added text to the last "quadrant" you now want to convert
- the Virtual Screen to a large GIF. Knowing you have almost no
- space in your Hard Disk left (you didn't clean-up for 3 months
- <grin>) you want to save NEWCATES.GIF to a 360KB floppy in
- Drive A, so you click "Pathname" and change it to "A:\".
-
- 8) Now, click the "LIST" box; no files appear since it is a blank
- floppy disk. Click the NCOD box and a "text bar" cursor
- appears. Since you want to create a new filename, you move
- the "text bar" cursor to "Filename" and click the LEFT mouse
- button. Type the new filename (e.g., "NEWCATES"); you press
- <return> and the .GIF extension is added to your filename.
- Click OK; your image is now being encoded as a NEWCATES.GIF
- (640x400x256) in Drive A.
-
- 9) After a minute, you are back at the VSCRN menu. To view the
- results of your editing click LIST, then VIEW; select NEWCATES
- then click "OK". You are now transferred to MVGAVU where you
- can view your edited image as a 640x400x256 (even if this mode
- is not supported by the Orchid DVGA) !
-
- If you have an image capture board that saves pictures with 1:1
- aspect ratios (e.g., Jovian VIA), simply save them as "clips" (you
- can use VGACAP to grab screens while viewing it is 320x200x256 with
- MVGAVU or another viewer); each "clip", however, will have a
- maximum size of 320x200. But, if you viewed it with a viewer that
- scrolls (e.g., PICEM) in 320x200x256 and capture sections of the
- scrolled image, the 1:1 aspect ratio will be maintained. You can
- use the vFIX option in VSCRN to paste all your clippings together
- while working with a zoomed WYSIWYG feel. Remember, although each
- clip (i.e. *.BLD screen or *.CLP) has a maximum size of 320x200, if
- you viewed it in 320x200x256 mode without resizing or "fitting to
- screen", it will keep its 1:1 aspect ratio and can be treated as
- such for 640x480 or 800x600 Virtual Screens.
-
-
-
-
-
-
- Page ... 23
-
-
-
-
- 18. MVGAVU GIF BLD/PT Viewing Utility
-
- MVGAVU is a GIF and BLD/PLT (BLoaD and PaLleTte) viewer for use in a
- batch file (*.BAT) or as an interactive stand-alone program. MVGAVU
- is designed to integrate itself with VGACAD v1.6 (and up). MVGAVU
- uses two unsupported video modes for generic VGA cards - 320x400x256
- and 360x480x256 ! The former mode DOUBLES the resolution (in contrast
- to the MCGA/VGA 320x200x256 mode); the latter almost TRIPLES (270%)
- the resolution. MVGA (Medium Resolution VGA) provides you with the
- capability to "view" those SVGA ("Super VGA") GIFs with the maximum
- amount of resolution - "jaggies" are minimized. In effect, you will
- now have close to "Super VGA" capability on your regular, generic VGA
- card without investing in a new SVGA video card. MVGAVU supports SVGA
- ("Super VGA") modes as well; the most generic families of SVGA cards
- are hardcoded in MVGAVU (i.e., Tseng, Paradise, Video7 "families").
-
- MVGAVU automatically "fits to screen" ANY picture that is larger than
- your viewing mode; you will always see the whole picture without
- scrolling. Certain GIF pictures with aspect ratio problems can be
- "fixed" with MVGAVU, which provides two "aspect fixing" options.
-
- From VGACAD, your filename will be the one you selected from the VSCRN
- menu. As a stand-alone utility, select any filename by moving a
- highlighted bar (with the arrow keys) and pressing the <return> key.
- <Spc> changes to a different PATH, while <Esc> exits. PATHs, as
- usual, MUST end with backslash character "\" or it will be rejected.
- After verifying your picture you will see these options:
-
- [0] 320 x 400 x 256 MVGA mode [1] 360 x 480 x 256 MVGA mode
- [2] FIX ASPECT (320x200,640x400) [3] FIX ASPECT (640x480,800x600)
- [4] 640 x 400 x 256 SVGA Tseng [5] 640 x 480 x 256 SVGA Tseng
- [6] 800 x 600 x 256 SVGA Tseng [7] 640 x 350 x 256 SVGA Tseng
- [8] 640 x 400 x 256 SVGA Paradise [9] 640 x 480 x 256 SVGA Paradise
- [A] 640 x 400 x 256 SVGA Video7 [B] 640 x 480 x 256 SVGA Video7
- [C] 800 x 600 x 256 SVGA Video7 [D] 720 x 540 x 256 SVGA Video7
- [E] 640 x 400 x 256 SVGA Everex [X] NNN x NNN x 256 SVGA User
-
- [Esc] Abort Viewing [Spc] Restore Original Image Aspect
-
- The 320x400x256 mode is the safest ! It uses a minimum number of direct
- VGA register reads/writes; in theory, it should run on even the least
- "register-compatible" VGA card. It has an interesting aspect ratio -
- double the vertical resolution of MCGA/VGA 320x200x256 - thus MVGA ?!
- This mode is the "safest" since it is way within the tolerances of all
- PS/2 monitors. Many Amiga/Atari/MacII GIFs use this aspect ratio; GIFs
- viewed in this mode virtually replicates what the "originator" saw !
-
- The 360x480x256 mode pushes your VGA card to its theoretical limits !
- With its 480 scan lines; the vertical resolution replicates 640x480x256
- which is the most popular SVGA format. You have 270% more resolution;
- you can view 640x480x256 GIFs with a minimum of distortion or "jaggies".
- Since the 360x480x256 mode is being implemented by some paint programs,
- if a GIF image is encountered with a 360 pixel screen width but has a
- screen height over 480 (e.g., 360x960x256 "Lester.GIF"), MVGAVU will
- correct/interpolate the GIF to "fit the screen" with a new aspect ratio.
-
-
-
-
-
-
- Page ... 24
-
-
-
-
- If you get "weird" results from the 360x480x256 mode, your video card is
- not as "register-compatible" as it claims to be; use the 320x400x256
- mode instead. If the 320x400x256 mode does not yield favorable results,
- then your VGA card is BIOS-compatible ONLY ! MVGAVU was designed to get
- more viewing pleasure from SVGA GIFs on your generic VGA; 320x200x256
- pics are "double-scanned" to compensate for the larger screen. Whenever
- possible, use BLD/PLT files for 320x200x256 pics; they load, virtually
- instantaneously on MVGAVU !
-
- MVGAVU supports the more popular SVGA chip families. Generally, we
- included any 640x400x256, 640x480x256 and 800x600x256 mode. MVGAVU is
- hardcoded for:
-
- a) Tseng chip family (STB, Genoa, Orchid, Sigma, ...)
- b) Paradise chip family (Dell, AST, ...)
- c) Cirrus chip family (Video7, ...)
-
- If you do not see your video card listed, don't fret ! We included an
- option to create your own video mode. Specify the Screen Width, Screen
- Height and Video Mode calling number. On default, MVGAVU.CFG has the
- MCGA parameters. Press "Y"es to edit the parameters after prompted;
- once edited, parameters are saved to disk and can be called at again.
- This routine uses STANDARD VGA calling conventions; Everex and Video7
- cards do not use this calling convention. Everex users have a SVGA
- 640x400x256 mode preset; it uses BIOS calls to maximize compatibility.
- Video7 users have all the "important" modes preset and hardcoded in
- MVGAVU; you will not need to create other video modes. This routine is
- as GENERIC as it can get. If your video card is as BIOS compatible as
- it claims to be, then you can set ANY video mode with ANY resolution
- (e.g., 1024x768x256, 1280x800x256).
-
- Tseng chip users (STB, Orchid, ...) have a special mode. Since you do
- not have a 640x400x256 mode, one was created for you. This mode is not
- supported by your video card; it is with MVGAVU ! The 640x400x256 mode
- is a very important one. Firstly, it has the same aspect ratio of the
- regular MCGA/VGA 320x200x256 mode; when you view a 320x200x256 GIF in
- this mode, there is a sudden change in the overall clarity/composition
- of the picture - resolution is increased 400%, yielding a very pleasant
- way to view your collection of 320x200x256 pics. Secondly, many Amiga,
- Atari and MacII GIFs use this aspect ratio; GIFs will be replicated AS
- THE ORIGINATOR SAW IT when viewed in this mode. Last, but not the least
- is the 256KB barrier. More video cards will be adding "clocks" which
- will support the 640x400x256 mode on their 256KB versions (RAM is VERY
- expensive); we anticipate an upsurge of this mode's appearance and
- resulting number of pictures using this aspect ratio.
-
- When viewing Jovian VIA 320x240x256 GIFs, you will also notice how nice
- it is to view them in 640x480x256 or 800x600x256; these GIFs have the
- same aspect ratio. This has the same effect of viewing 320x200x256 pics
- in the 640x400x256 mode.
-
- Some "GIFfers" force the screen and image descriptors to have the same
- values (e.g., CARMEN2.GIF); these large GIFs have a distorted aspect
- ratio or require scrolling to view correctly (assuming you selected a
- video mode with the matching aspect ratio). Symptoms of this problem
- are evident in "fat" or "squished" or "thin" pictures.
-
-
-
-
-
- Page ... 25
-
-
-
-
- FIX ASPECT (320x200,640x400) assumes the originator used a 5/6 screen
- aspect ratio (e.g., MCGA 320x200, or Amiga/Atari/MacII 640x400). An
- image can have any size larger or smaller than the screen, but it must
- have information about the aspect ratio to view it without distortion.
- By selecting this option, MVGAVU will calculate the optimum screen size
- and correct the image to approximate the correct aspect ratio.
-
- FIX ASPECT (640x480,800x600) assumes the originator used a "1:1 aspect
- ratio"; the 320x240 (Jovian VIA), 640x480 (EEGA/MCGA/VGA/SVGA), 800x600
- (EEGA/SVGA), 1024x768 (SVGA) modes all have "1:1 aspect ratios". Almost
- all scanners utilize a "1:1 aspect ratio".
-
- Whenever you view a picture that seems "too fat, too thin or squished"
- then use either of the two options. Both of these aspect ratio "fix"
- routines will cover the universe of aspect ratio problems.
-
- MVGAVU can be used in a batch (*.BAT) file for presentations. Simply
- type "MVGAVU [filename] <ret>" with no extension (path optional); it
- will automatically search for a matching *.GIF file. If it can't find
- any then it will look for a BLD/PLT file. If a GIF file is found, it
- will automatically be viewed in 320x400x256 mode.
-
- Examples: MVGAVU test
- MVGAVU \gif\svga\zoe
-
- If your video card cannot support the 320x400x256 mode (e.g., PS/2 Model
- 25 or 30) 320x200x256 will be implemented. No matter what the size of
- the picture, it is interpolated to "fit to screen". If a BLD/PLT file
- is found, MVGAVU will load it in 320x200x256 mode. If no picture is
- found or a BLD file has no matching PLT file, an error will result;
- matching BLD/PLT files must be in the same drive/directory.
-
- In Command Line mode, your picture is displayed and pressing any key
- after its display will end the program WITHOUT menus or prompts.
-
-
- 19. VGACAP (Resident Screen Capture Utility), RAW2GIF and BLD2GIF
-
- VGACAP captures palettes and screens in VGA/MCGA 320x200x256 color mode
- or *ANY* SVGA 640x480x256 mode (AST, Dell, Genoa, Orchid, Paradise, STB,
- Sigma, Tseng, Video7, etc.). VGACAP captures and "Bsaves" 320x200x256
- screens of other viewing/painting/graphics/CAD programs; 640x480x256
- screens are saved to a *.RAW file - "RAW" pixel dumps.
-
- Run VGACAP before entering your painting/CAD or digitized picture
- viewer. Press <ALT-F4>, while viewing your picture in any paint/CAD
- program and the screen and palette will be saved in your default drive
- and directory. If you are viewing your picture in MCGA/VGA 320x200x256
- then it will be "Bsaved". If you are NOT is MCGA/VGA 320x200x256 mode,
- then VGACAP will assume you are in 640x480x256 SVGA mode !
-
- <ALT-F4> is the new HOTKEY. VGACAP v4.0 is 100% BIOS COMPATIBLE and
- SHOULD capture *ANY* 640x480x256 screen, regardless of the video card
- you are using. If you are used to the FAST 320x200x256 grabs of VGACAP
- v2.0 (included), you can load both versions without conflicting HOTKEYS
- (VGACAP v1-v3 uses <ALT-F10>).
-
-
-
-
-
- Page ... 26
-
-
-
-
- The first time you run the program it will save your screen and palette
- to SCREEN00.BLD and SCREEN00.PLT respectively. If there is an existing
- SCREENxx.BLD or SCREENxx.PLT file, then it will increment to the next
- higher number. Use your favorite memory managers to remove VGACAP or
- reboot to release it from RAM. When viewing in 640x480x256 SVGA mode,
- then the SCREENxx.BLD file is changed to SCREENxx.RAW; the "Bload"
- header is excluded and a "RAW" pixel dump is implemented; *.PLT files
- are unchanged. When in DOS or using a picture viewer (e.g., PICEM,
- VPIC, or CSHOW) or application which requires a keypress to continue,
- press another key after hitting the 'HOTKEY'.
-
- RAW2GIF is a *.RAW and *.PLT (PaLleTte) to GIF conversion program for
- use in a batch file (*.BAT) or as an interactive stand-alone program;
- *.RAW files are 640x480x256 screens captured with VGACAP (v4.0). It is
- designed to integrate itself with VGACAD v1.6 (and up). BLD2GIF, like
- RAW2GIF, is a BLD/PLT (BLoaD and PaLleTte) to GIF conversion program.
- BLD2GIF will load and convert BLD/PLT files from VGACAP, VGACAD, SQZGIF,
- EGA2VGA or MAC2GIF.
-
- If you capture a 640x480x256 screen for direct editing in VGACAD then:
-
- (1) from the VSCRN Menu, create a blank 640x480 Virtual Screen;
- (2) exit VGACAD and DO NOT DELETE the TEMP files;
- (3) overwrite TEMP.RAW and TEMP.PLT with the selected SCREENxx.RAW and
- SCREENxx.PLT files; for example, at DOS prompt type
-
- "COPY screen00.* temp.*" <ret>
-
- (4) run VGACAD and load TEMP.PLT at the Files Menu;
- (5) click the VSCRN box; at the VSCRN Menu, click iSCR vDSK then OK;
- you see the captured 640x480x256 image as the new Virtual Screen.
-
- If you exit VGACAD and want to reuse TEMP files, upon restarting VGACAD,
- you MUST reload TEMP.PLT from the Files Menu BEFORE invoking VSCRN.
- YOUR CURRENT PALETTE ALWAYS OVERWRITES TEMP.PLT AFTER EXITING VSCRN !
-
- If you type "RAW2GIF <ret>", you can select any filename by moving a
- highlighted bar (with the arrow keys) and pressing the <return> key.
- Pressing <Spc> allows you to select a different PATH, while <Esc>
- exits. Be sure *.RAW files have a corresponding *.PLT file or a error
- message will result. A *.GIF file is created with the corresponding
- name. GIF FILES WITH THE SAME NAME WILL BE OVERWRITTEN ! RAW2GIF can
- be used in a batch (*.BAT) file for multiple conversions. Type "RAW2GIF
- [filename] " with no extension (path optional) for every file you want
- to convert in your *.BAT file or a specific RAW/PLT file from DOS.
-
- Examples: RAW2GIF screen00
- RAW2GIF \capture\vga\screen99
-
- RAW2GIF will automatically search for the *.RAW and *.PLT file. If no
- picture is found or a *.RAW file is encountered with no matching *.PLT
- file, then an error will result; both the matching *.RAW and *.PLT files
- must be in the same drive/directory or default drive/directory. BLD2GIF
- utility works exactly the same way RAW2GIF does but for BLD/PLT files.
-
-
-
-
-
-
-
- Page ... 27
-
-
-
-
- 20. CGA2VGA (Screen Capture & Convert Utility)
-
- CGA2VGA will capture/convert ANY VIEWABLE CGA picture for VGACAD use;
- 64kb RAM is required. CGA2VGA "bsaves" 4-color CGA screens. "Hotkey" is
- <Alt-F2>. CGA2VGA DOES NOT SAVE A PALETTE; captured screens will have 4
- colors (Color 0-3); you can modify or add colors with VGACAD.
-
-
- 21. REGISTRATION
-
- VGACAD (v1.6 and up) and its ancillary utilities will undergo a price
- change. Due to the rising cost of graphics peripherals AND the "poor
- response" to this Shareware approach (we estimate a minuscule 1% to 5%
- register), we must increase the registration fee to keep developing.
-
- VGACAD v1.60 (and up) and ancillary utilities developed during and after
- its release will cost $27.95 USD (add $15.00 USD for handling for
- registration outside USA or CANADA). The following are provided (latest
- copy or update) to registered users.
-
- GIFPUB - converts 256 color GIFs to B&W images of varying sizes for
- desktop publishing/printing as .PCX (ZSoft format for Ventura Desk Top
- Publisher, First Publisher, Publisher's Paintbrush, PC Paintbrush+) or
- rename files to .PCC for importing in Aldus Pagemaker.
-
- GIFDOT - converts 256 color GIFs to B&W images of varying sizes for
- printing on IBM and Epson compatible printers (separate drivers).
- Several print sizes with perfect aspect ratios. Variable Brightness and
- Contrast Stretching. Single or Double pass printing. Histogram Analysis
-
- SQZGIF - converts LARGE GIF pictures (up to 2048x2048x256) to
- 320x200x256 using interpolation and "color averaging" techniques to
- blend/smooth "jaggies" inherent in reducing LARGE GIFS while retaining a
- maximum of color information; outputs to GIFPUB, GIFDOT, VGACAD, MVGAVU,
- VGA2CGA or VGA2EGA.
-
- MAC2GIF - converts .MAC ("readmac") pictures to 5-16 grey shades or
- color and saves results as .GIF or BLD/PLT file, and other formats;
- graphics are viewable in VGA, MCGA or EGA - no video card is required
- for direct Black & White conversion to GIF.
-
- EGA2VGA - converts GIFs (16 colors and below) or ANY VIEWABLE 2-16 color
- EGA/EEGA picture to 320x200x256; creates 256 new colors; outputs
- directly to GIFPUB, GIFDOT, VGACAD, MVGAVU, VGA2CGA or VGA2EGA.
-
- VGA2CGA - converts 256 color GIFs to CGA! Uses unsupported 160x100x16
- mode with up to "405" colors. Includes special "CGX" viewer.
-
- VGA2EGA - Conversion program for displaying 256 color pictures on
- EGA-bound systems. Variable RGBICMY color/contrast/dithering levels.
- Variable Sizing. EEGA support. Optional PCX (4 RGBI planes) save for
- Desktop Color Separation.
-
-
-
-
-
-
-
-
-
- Page ... 28
-
-
-
-
- Whats next ?
-
- SYNPCX is utility to convert dithered, monochrome .PCX (Zsoft) files to
- smooth grey shades. This utility is primarily designed to convert
- scanned (e.g., Logitech & DFI hand scanners) Black & White images, saved
- to a .PCX file, for use and image processing with VGACAD, redithering
- with GIFPUB, printing with GIFDOT, or EGA conversion with VGA2EGA.
- SYNPCX will be graphics device independent (No Video Required).
-
- We are also, developing VGASHW (a 256-color presentation system), VGACBT
- (the PROGRAMMABLE Computer-Based Training counterpart of VGASHW) AND
- MANNEQUIN (what "Weird Science" tried to do in the movie it will do on
- the computer screen with potential applications for Advertising and
- Fashion Design, aside from creating your own artistic nudes).
-
- VGACAD will go through radical transformations like this version has
- undergone. With our "chained environment" updates will can now be
- released in modules; moreover, all our utilities will become fully
- integrated with VGACAD. We intend to support more VGACAD functions in
- MVGA modes and SVGA modes (all optional, MCGA/VGA 320x200x256 will
- always be the least common denominator). Some planned changes include
- (1) more color image procesing algorithms, (2) full-blown expansion of
- the SHAPES module to incorporate more CAD functions, (3) a separate 3D
- module, (4) other file formats such as .PCX and TIF, ... more !
-
- If you support maverick authors like us, we will continue to develop
- innovative products like nothing seen commercially - otherwise, they
- will, as many (sigh!) good Shareware programs, simply "DIE" from lack of
- support ! Compare the cost/benefit ratio of any of our products with
- commercial products; we want to continue supporting and developing these
- products. Please support the User-Supported (Shareware) concept; you,
- and you alone, determine whether it will be worthwhile to continue
- developing.
-
- To register, send in the registration form and check payable to
-
- Dr. Marvin Gozum
- 2 Independence Place Apt. 303-2
- 6th & Locust Street
- Philadelphia, PA 19106
-
-
- NOTE: ADD $10 (USD) IF YOU WANT YOUR UPDATES IN 3.5" FORMAT.
-
- WE ARE WAIVING THE $15 (USD) HANDLING CHARGE FOR CANADIAN
- REGISTRANTS; THIS OFFER IS VALID *ONLY* WITH VGACAD v1.6
- REGISTRATION FORM OR PRINT-OUT OF THIS PAGE. REGISTRANTS
- FROM OTHER COUNTRIES *MUST* ADD THE HANDLING CHARGE TO THE
- BASIC REGISTRATION !
-
-
-
- ───────────────────────────────────────────────────────
- Graphics Interchange Format and GIF are trademarks (tm)
- of CompuServe Inc. an H&R Block Company.
-
-
-
-
-
-
- Page ... 29
-
-
-
-
-
- Palette Organization Map
- Appendix A
-
-
- The following diagram shows where each of the 255 color registers of the
- 256 color palette are located. Please note the inverse color relation-
- ships for each color box. For example, if you are modifying color 13,
- you must ensure that color 242 is significantly different that color 13 to
- maintain cursor visibility when placed over either color 13 or 242.
-
- A 16 color set is a line of 16 colors as illustrated below. Colors 0 to
- 16 is considered a color set, as well as colors 255 to 240 or 48 to 63.
-
-
-
- ───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───
- 0││ 1││ 2││ 3││ 4││ 5││ 6││ 7││ 8││ 9││ 10││ 11││ 12││ 13││ 14││ 15
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 255 │254 │253 │252 │251 │250 │249 │248 │247 │246 │245 │244 │243 │242 │241 │240
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 16││ 17││ 18││ 19││ 20││ 21││ 22││ 23││ 24││ 25││ 26││ 27││ 28││ 29││ 30││ 31
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 239 │238 │237 │236 │235 │234 │233 │232 │231 │230 │229 │228 │227 │226 │225 │224
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 32││ 33││ 34││ 35││ 36││ 37││ 38││ 39││ 40││ 41││ 42││ 43││ 44││ 45││ 46││ 47
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 223 │222 │221 │220 │219 │218 │217 │216 │215 │214 │213 │212 │211 │210 │209 │208
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 48││ 49││ 50││ 51││ 52││ 53││ 54││ 55││ 56││ 57││ 58││ 59││ 60││ 61││ 62││ 63
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 207 │206 │205 │204 │203 │202 │201 │200 │199 │198 │197 │196 │195 │194 │193 │192
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 64││ 65││ 66││ 67││ 68││ 69││ 70││ 71││ 72││ 73││ 74││ 75││ 76││ 77││ 78││ 79
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 191 │190 │189 │188 │187 │186 │185 │184 │183 │182 │181 │180 │179 │178 │177 │176
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 80││ 81││ 82││ 83││ 84││ 85││ 86││ 87││ 88││ 89││ 90││ 91││ 92││ 93││ 94││ 95
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 175 │174 │173 │172 │171 │170 │169 │168 │167 │166 │165 │164 │163 │162 │161 │160
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 96││ 97││ 98││ 99││100││101││102││103││104││105││106││107││108││109││110││111
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 159 │158 │157 │156 │155 │154 │153 │152 │151 │150 │149 │148 │147 │146 │145 │144
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 112││113││114││115││116││117││118││119││120││121││122││123││124││125││126││127
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 143 │142 │141 │140 │139 │138 │137 │136 │135 │134 │133 │132 │131 │130 │129 │128
- ────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴───
-
-
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- Page ... 30
-
-
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-
-
-
- How to Colorize Grey Shade Images
- Appendix B
-
-
- False Colorization is the process by which you are now viewing Black &
- White movie classics in living color. You can do the same thing,
- particularly if you own a digitizer that supports grey scales. I have
- selected 16 gray shades as the main focus of VGACAD's support,
- primarily since it is aimed at the low-end market. If you want to
- colorize gray images with more that 16 shades use the ColorBAR (CBAR)
- option to change the range of local colors.
-
- Let us colorize one of the famous GIF pics in BBSs - MONROE.GIF (which
- is being distributed with Michael Vigneau's VGAGIF in VGADEMO.arc).
-
- MONROE.GIF is a 16 grey-level picture with colors 0 to 15 containing
- the entire grey scale. Run VGACAP, then view the picture with any GIF
- viewing utility; capture the picture then load the screen and palette
- in VGACAD. The first thing to do is to increase the number of grey
- scale elements. From the ImgP (Image Processing) menu:
-
- 1) Convert (CNVT) the picture into the "Stretched 64" format.
- This will give you the maximum range of grey levels although
- the picture will remain unchanged.
-
- 2) Next BLUR the picture with a Threshold "Minimum =12"; this
- will smoothen the picture yet keep most of the edge detail.
- The smoothing will introduce intermediate grey scale values
- making your picture richer. Notice the "salt and pepper",
- random noise; these are the edges or "spikes" that were not
- "blurred" to keep details.
-
- 3) You can remove those spikes with the Median Threshold
- Filter, by increasing the value of BLUR to "Minimum=256".
- You can, also, zoom into each area with "spikes" and blur
- individual pixels with the HAZE function in the ZOOM Menu.
- Using the Zoom Menu will take more time but a significant
- amount of detail will be retained.
-
- You have numerous combinations of image procesing techniques
- at your disposal. You can use the CONTrast Enhancement
- function, or EDGE Detection functions to boost details or
- try different settings with the BLUR function to achieve
- different effects; the HAZE, LITE, DARK and BLEND processes
- can also be used on selected areas or pixels (from the Zoom
- Menu); you have to experiment to get the optimal quality
- from your grey image.
-
- 4) Convert (CNVT) the picture into a "Colors 32-63" format.
- Now from the Files Menu, load the "GRAY32.PLT"; you will
- notice that the picture remains untouched. You are now
- ready to colorize your grey image.
-
-
-
-
-
-
-
-
- Page ... 31
-
-
-
-
- From the COLOR menu, select the CBAR option and change the range to 32
- by clicking the CBAR box until you see bands of 32 colors on the upper
- and lower Colorbars. Click the AREA Colorization option. Now, with
- the scroll arrows, set the lower Colorbar to the 32 grey range; set
- the upper Colorbar to the flesh tones. Select any area in your grey
- image; after releasing the LEFT mouse button you will notice the
- entire area to be colorized with the flesh tones of the upper
- Colorbar. Do this for all areas you think will have that flesh tone;
- avoid the hair and background as much as possible.
-
- By now, most of your picture will have flesh tones and overlapping
- areas in the hair and background. To edit each area, use the ZOOM
- function in XColor mode; XColor will perform in the same manner as
- AREA Colorization but on a pixel basis; remember to keep the upper and
- lower Colorbars to reflect which range is being replaced by the other
- - the lower Colorbar always replaces the upper Colorbar. You can now
- use a "yellowish" Colorbar to simulate blonde hair color. If you are
- not happy with any of the hues, simply go into the Color Map and
- adjust any range until you have colors best suited for your image.
-
- Once you have colorized the hair, flesh areas and even the background,
- you will notice that no matter how careful you are at differentiating
- one colorized area from another (e.g., hair from her face) there will
- be an area of high contrast between the colorized areas. Click the
- MODE box and switch to PROCESS; use the HAZE, LITE, DARK or BLEND
- functions to smooth out the adjacent areas.
-
- Now for the final touches, you can paint over the eyes, lips, nails
- and any other detail in NORMAL mode or assign a new range for these
- areas; each range uses 32 colors - limiting you to 8 color ranges.
- There are innumerable combinations to colorize your grey picture. If
- you decided to convert your image processed picture to 16 grey levels
- then you would have 16 color ranges to play with. Experimentation is
- the only way to optimize the results; after a few sessions you will be
- able to make startling colorized images.
-
-
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- Page ... 32
-
-
-
-
- Notes on Additive Color Mixtures
- Appendix C
-
-
- The Principle of Additive Color Mixture is the same principle used by
- the television and monitors to generate images. The principle entails
- the ADDITION of three primary quanta: Red, Green and Blue when mixing
- any two colors.
-
- To understand how it works, let us assume you have three flashlights:
- one red, one green, and one blue. Since white is the maximum mixture
- of all three quanta or components, shining all three beams at the same
- spot will produce white. Since white results with maximum quanta of
- red, green and blue, then if we have half of each red, green and blue
- quanta, grey results !
-
- Most of the rules for mixing colors with this principle follow our
- commonly held view of color mixing. If you shine the red and blue
- beams on the same spot you will get purple - so far everything seems
- logical. If you shine the blue and green beams you get blue-green.
- So where is yellow ? Now for the weird part; if you mix red and
- green, yellow results ! Yes, yellow is red and green together.
- Depending on the amounts of red and green, different shades of brown
- will result. If you have more red than green, you will get orange. If
- you have more green that red you will get yellow-orange.
-
- The Principle of Additive Color Mixture is quite different from the
- way we normally think colors mix. If you mix a pure yellow color with
- pure blue, pure green should result, right ? Wrong !!! Remember what
- white is made of ? Since we added pure blue to pure yellow, which is
- made of pure red and pure green, we now have - WHITE.
-
- The portions of red, green and blue that are common to all of the
- three will result in white - which will show as shades of grey if we
- have fractions of red, green and blue. If you mix, 50 quanta of red,
- 25 quanta of green and 33 quanta of blue, the common level of quanta
- is 25 - thus you will have 25 quanta of white. The primary quanta
- with the most portions will dominate; thus, in this example we will
- have a light red shade with a touch of blue -> light magenta.
-
- If you increased the portion of green to 50, such that R=50 G=50 B=33,
- you will now have 33 quanta of white since that is the common level of
- all three quanta. Since Red and Green = Yellow, and you have so much
- white in it, the color you will get is Light Yellow. Now if you have
- R=63 G=63 B=0 (pure yellow) "added" to R=0 G=0 B=63 (pure blue), the
- resulting color is R=63 G=63 B=63 (pure white).
-
- In VGACAD, you will notice that when using a blue airbrush on yellow
- areas, the color will either become light yellow or light blue
- depending on the RGB quanta - it will NOT turn green. Keep in mind
- that [1] common portions of red, green and blue add white to your hue,
- and [2] common portions of red and green add yellow to your hue.
- Experiment with different RGB settings in the Color Map menu and see
- what happens with different mixtures.
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