----- Original Message -----
From: Jay <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, October 05, 1999 10:15 PM
Subject: Re: GGI game programming
> Even so, if you compresses it with a jpeg or mpeg like algorithem, you
could possably
> smear the texture edges when it is rendered with filtering, alpha or
not.Try this,
> with xpaint or the Gimp make a picture with colored cicrcles layered on
top of each
> other and save it in any non-compressed format like ppm. Then use cjpeg or
xv to
> compress it (arround 60% should be good) then open them both in 2 diffrent
xv or
> display windows. It looks kinda pixeled in places there isn't even suposed
to be
> color in some places. If you biliner it now, it will look like a finger
painting.
A compression algorithm is designed to work with a specific sort of data.
JPEG works particularly well with "real life" pictures, where there are
areas of similar color. It is horrible with solids and sharp edges.
Have you ever heard an mp3 of some relatively pure tones? At certain
frequencies/combinations, an mp3 sounds horrible and not like the original
audio at all. This is similar to your JPEG problem.
If you want to compress a picture with a group of solid, an RLE algorithm
would work much better.
Also, how can wavelets be copyrighted? The math is pretty simple.
Evan.