Hi Jan, > Does anybody know any resources where these systems are explained > (preferably with some conversion algorithms)?
Foley and Van Dam's "Computer Graphics: Principles and Practice" describes a lot of the terms and protocols we use in the 2D API. In particular, they define the HSV (aka HSB) conversion algorithm that we use under the name HSB. HSV stands for Hue, Saturation, and Value and HSB stands for Hue, Saturation, and Brightness. Value and Brightness are the same measurement, but Brightness is a more colloquial term for it. > Red = 128, Green = 80, Blue = 64 > Java-HSB: 0.41667, 0.5, 0.50196 > PSP-HSB: 11, 85, 96 If you look in the Foley and vanDam reference there is another algorithm described there called HLS which stands for Hue, Lightness and Saturation. That algorithm produces numbers nearly identical to the PSP's numbers except in a different order (PSP looks like it is returning H, S, L in that order) and with a different scale for the Hue (FvD use 0-360 whereas PSP seems to use 0-255). HSV/HSB produce values in a space that is a single "cone" with a hexagon at its top and a point at its bottom. Any color that has at least 1 RGB parameter of 255 will be mapped onto the hexagon face of that "cone" with white in the center and pure colors (R,G,B,Y,M,C) at the vertices of the hexagon. Black is at the point at the bottom. HLS produces values that map into two such cones stuck together at their hexagon bases. White is the point at the top. Black is the point at the bottom. Pure colors are at the vertices of the hexagon in the middle. FvD gives better descriptions of the why and wherefores of the two algorithms as well as pretty pictures of the cones they map into. Does that help? ...jim =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".