I can feel this falling from the GGI topic very fast...

> > I am currently doing research on other ways to extremely compress images
> > (which allow for lossless modes), but that will take a while.
> Have you investigated wavelets?
> As I understand them, they get incredible compression, and the quality
loss
> isn't very bad.

The key part of that sentence is "quality loss", even if it isn't very bad
there is still some.  Also the important part is they aren't pixel accurate.
Sure the longer you spend decoding the wavelet the closer you get to the
orginal pixels.  The problem with this is you can't be assured that when you
are storing data for a sprite it will be decoded the same every time, by
every machine.  Might not be so bad for non-tiled textures wrapped around
polygon solids, actually for organic things they might not tile to bad
either especially if they were used in multi-layered textures were the seams
can be obscured some.

> I've played a bit with them, if you're curious:
> http://students.washington.edu/eeyem/old/wavelet/
> That's only 1d compression, but 2d compression is not much more difficult.
> You'd need a book/website, anyway.

Reply via email to