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Description
I know BW is paletted with limited colors available, but the ones that are currently rendering are nevertheless incorrect (eg previously rendered as expected in BWMirror)
Drawing gradients along RGB and HSV spectra:
- Top-left: Color(x, y, 0)
- Middle-left: Color(x, 0, y)
- Bottom-left: Color(0, x, y)
- Top-left: Color(x, y, 255)
- Middle-left: Color(x, 255, y)
- Bottom-left: Color(255, x, y)
Full source:
def drawGradient(row: Int, column: Int, color: (Int, Int) => Color): Unit = {
val origin = Pixel(264 * row, 264 * column)
var i = 0
val scale = 16
while (i < 256 / scale) {
var j = 0
while (j < 256 / scale) {
val start = origin.add(scale * i, scale * j)
DrawMap.box(start, start.add(scale, scale), color(scale * i, scale * j), solid = true)
j += 1
}
i += 1
}
}
override def renderMap(): Unit = {
drawGradient(0, 0, (x, y) => new Color(x, y, 0))
drawGradient(0, 1, (x, y) => new Color(x, 0, y))
drawGradient(0, 2, (x, y) => new Color(0, x, y))
drawGradient(1, 0, (x, y) => new Color(x, y, 255))
drawGradient(1, 1, (x, y) => new Color(x, 255, y))
drawGradient(1, 2, (x, y) => new Color(255, x, y))
drawGradient(2, 0, (x, y) => Colors.hsv(x, y, 255))
drawGradient(2, 1, (x, y) => Colors.hsv(x, 255, y))
drawGradient(2, 2, (x, y) => Colors.hsv(128, x, y))
}
}```
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