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Special color modes #703

dacap opened this Issue Jun 15, 2015 · 0 comments


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dacap commented Jun 15, 2015

I've identified four possible editing modes:

Source Output Description
RGBA RGBA Current RGBA mode
RGBA Indexed Real time quantization/dithering (issue #552)
Indexed RGBA Layers with blend modes and opacity (issue #318) + palette colors with alpha channel (issue #286)
Indexed Indexed Current indexed mode (palette without alpha, layers/cels without opacity or opacity+blend generated in Indexed colorspace)
  • Source: is the format of images in memory.
  • Output: is the format expected in render (your videogame output).

When Source is Indexed, it means that the real color came from the palette. And if the Output is RGBA, we can show all kind of RGBA compositions in the final render.

This issue is here to create mockups and discuss if all these modes do make sense. Right now I think that the most straightforward way to implement this is to use RGBA and Indexed as they are right now. Indexed images should support Alpha in palette entries and opacity in cels/layers (automatically converting the output to RGBA, it should be transparent to the user). The only remaining mode is the real-time dithering, that it could be an option in Sprite > Properties dialog for example.

@dacap dacap self-assigned this Jun 15, 2015

@dacap dacap added this to the v1.1 milestone Jun 15, 2015

@dacap dacap referenced this issue Jun 25, 2015


Pen pressure #710

@dacap dacap modified the milestones: v1.2, v1.1 Nov 17, 2015

@dacap dacap modified the milestones: v1.3, v1.4 Sep 12, 2017

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