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- *******************************************************************************
-
- FLCLQ Color Quantizer for the AMIGA v1.0
-
- *******************************************************************************
-
- Copyright 1990, Christophe LABOUISSE & Frederic LOUGUET
-
- ALL RIGHTS RESERVED
-
-
-
- Distribution:
- This program is available to the public as SHAREWARE, therefore, its
- distribution is encouraged, provided no profit is made, excluding
- nominal costs for copying and handling.
-
-
- Usage Rights:
- Anyone is free to use this program for a period of time, not to exceed
- 30 days, for the purpose of evaluation. After such a time, usage rights
- are revoked pending registration and a small fee of a few dollars to the
- authors.
-
-
- Well, it's up to you. Give us some money to write the next version, between
- 20 $ and 1.000.000.000.000.000.000.000.000.000.000.000.000.000 $ !
-
- Write to us, send us images, give us informations on other shareware, public
- domain or commercial products which do the same job better (if any).
-
- If we become VERY RICH (ah!ah!), we will write a VERY optimized version.
- We already know how to do that with Octree Quantization. If we don't become
- very rich, we will MAYBE write this optimized version.
-
- Thank you for your support.
-
-
-
- Addresses: Christophe LABOUISSE Frederic LOUGUET
- 67 rue de Wissous 2 rue des Amandiers, Les Tilleuls
- 91320 Wissous 91800 Boussy St Antoine
- FRANCE FRANCE
-
-
- ********************************************************************************
-
-
-
-
- FLCLQ is a Color Quantizer. It converts 24 bits true color images into
- 256 or less colors images. It uses a fairly sophisticated algorithm, mixing
- Median-Cut, Popularity method and a "house-made" algorithm.
-
- FLCLQ runs on any Amiga with 68x00 processor and use Motorola Fast Floating
- Point routines.
-
- FLCLQ020 runs on any accelerated Amiga with a 68020/881 or 68030/882
- combination. A coprocessor is REQUIRED, since FLCLQ020 uses inline floating
- point instructions (-f8d Lattice parameter).
-
- FLCLQ has been written with Lattice C 5.05.
-
-
-
- We provide four sample images :
-
- BALL32IL.lbm is a 320x200x32 colors image converted by the commercial pro-
- duct ImageLink from Active Circuits. This is a great product,
- but their Quantizer is not the best part of the program...
-
- BALL32FL.lbm is the same image converted by FLCLQ. Isn't it better ?
-
- These two images can be displayed on a standard Amiga.
-
-
- The next two images are VGA 320x200x256 colors. They can be displayed on
- any PC-XT/AT/386/486 with a VGA board.
-
- BALLILDI is converted with ImageLink with Floyd-Steinberg dithering.
-
- BALLFLDI is converted with FLCLQ with our own dithering.
-
- As you can see, the difference is much more noticeable than with the 32
- colors images. The original image was calculated with Sculpt-Animate 4D
- in 320x200 pixels and RGB format.
-
-
-
- The syntax of FLCLQ is described when you run the program without parameter.
- It accepts as input 24 bits RGB files from Sculpt-Animate (Raw format, one
- red file (.r or .red), one green file (.g or .grn) and one blue file
- (.b or .blu)).
-
- It outputs a file in IFF ILBM or RIX VGA PAINT format or simply converts
- in one RGB file to display the image on the Hercules Graphics Station Card.
- In this case, the image must be 512x480 pixels, calculated with a 13/10
- ratio in SA-4D and displayed with the demo program shipped with the HGSC.
-
-
- Other parameters :
-
- -g : Outputs gray levels. It speaks for itself.
-
- -d : Dithering. The conversion takes longer but is better if it is activated
-
- -b : bitplanes for output. 8 means 256 colors, 6 64 colors, 5 32 colors, etc
-
- -c : bits per RGB component. 4 means a 4096 colors palette or 12
- bits per pixel = AMIGA), 6 means a 262144 colors palette or 18 bits
- per pixel = VGA), and 8 means a 16777216 colors palette or 24 bits
- per pixel = MAC II).
-
- -p : Popularity significativity level. 15000 by default, it represents the
- level at which some pixels are processed by a variation of the popularity
- algorithm. It helps to give better results than with a simple Median-Cut.
-
- -w : Image width. It is difficult to understand, isn't it ?
-
- -h : Image height. It is even more difficult...
-
- -O : Name of the converted image. It is TOO difficult to explain.
-
-
- Now, here is two exemples :
-
- 1) You want to convert the 24 bits Sculpt-RGB image BALL which consists
- of the three files BALL.RED, BALL.GRN and BALL.BLU in a 32 colors IFF
- image displayable on the Amiga, with no dithering. Here is the syntax :
-
- FLCLQ -eS -si -b5 -c4 -w320 -h200 -O <VOL>:BALL32FL.lbm <VOL>:BALL
-
- -eS for .red, .grn, .blu extensions
- -si for iff output
- -b5 for 32 colors
- -c4 for 4096 colors palette (16 levels of RGB)
- -w320, -h200 for the resolution
- -O <name of the final image>
- and then the name of RGB files ("BALL").
-
- Then you get the BALL32FL.lbm exemple. The extension ".lbm" is not required.
-
-
-
- Now you want to convert it into a 256 colors VGA, with dithering :
-
- FLCLQ -eS -si -b8 -c6 -w320 -h200 -O <VOL>:BALLFLDI.lbm <VOL>:BALL
-
- -b8 for 256 colors
- -c6 for 262144 colors VGA palette (64 levels of RGB)
-
- The extension ".lbm" is useful here, because you can directly load the image
- into DeLuxe Paint II Enhanced PC to modify it if you want to.
-
- --------------------------------------------------------------------------
-
- FLCLQ uses B-trees and dynamic memory allocation. It is not very fast,
- especially when the resolution and the size of the palette is getting
- big. It has been tested up to 1024x768 resolution.
-
- Here are some benchmarks :
-
-
- BALL Conversion FLCLQ 68000 FLCLQ/020
- --------------- Amiga 2000 - 3 Mo GVP 68030/882-28 Mhz
-
- To 32 colors 1 minute 33 seconds 11.4 seconds
- Palette 4096
- No dithering
-
- To 256 colors
- Palette 262144 21 minutes 03 seconds 2 minutes 18 seconds
- Dithering
-
-
- As you can see, you can expect a 8 to 9 times acceleration with a 68030
- over a standard Amiga.
-
- ---------------------------------------------------------------------------
-
- We already know how to optimize all this. OCTREE QUANTIZATION is the key.
- It would be MUCH faster than the current version and would knocks the doors
- off the competition. (hugh, well said). The Read/Write routines need to be
- optimized, too.
-
- However, it requires a lot of work. We will do this work if you ask us to,
- and if you give us just a little time and money to.
-
- Here again are our addresses. Long live the Amiga AND the big PCs.
-
-
- AND REMEMBER : FLCLQ will give its best results when converting 24 bits RGB
- to 256 colors VGA images.
-
-
-
- Christophe LABOUISSE Frederic LOUGUET
- 67 rue de Wissous 2 rue des Amandiers, Les Tilleuls
- 91320 Wissous 91800 Boussy St Antoine
- FRANCE FRANCE
-
-