Hmm, mutt doesnt seem to like me today, because yet again I have replied to
someone, and it replied to them and not the list. =|

What I replied is as follows:

Hrm, well, whatever works, you know?
I thought 16-bit per channel would have been enough, but if you wanna do
32-bit per channel, go ahead. (It should render beutiful images up high like
that) All we need is someone that would want to add it.

On 11-Nov-2002, [EMAIL PROTECTED] wrote:
> The right way to support 8-bit is having 16-bit support for interim
> calculations, and the right way to support 16-bit is having 32-bit for
> interim calculations.
> Of course, when you're talking about workflow with complex transformations
> and multiple steps, "interim" is meaningless -- you need full support for
> the higher bit calculations.
> If an effort to support 16-bit is underway and is serious, there should
> be IMHO support for 32-bit.  For example, to sharpen in the luminance
> channel of LAB mode, one would want to take a 16-bit image, decompose
> into 32-bit channels, apply the sharpening to the LAB channel, and
> recompose, at which point you would transform back into 16-bit.
> Such a procedure makes the channel transformation "lossless".  Without
> 32-bit interim support, it's "lossy".  (The same phenomenon renders
> all sorts of 8-bit transformations in complex workflows very poor in
> the current generation of gimp).
> My 2 cents.
> On Mon, Nov 11, 2002 at 08:13:53AM -0500, Patrick McFarland wrote:
> > Though, my method wouldnt break any plugins, however. Any plugin accessing the
> > data would get back 8bit values because the layers are still in 8bit mode, its
> > only a higher precision rendering engine that would be added. 8 bit goes in,
> > 8 bit comes out, but its 16 bit in the middle. (And yes, when dealing with 20+
> > layers, all doing things other than Normal mode, and sometimes bringing the
> > darkest color below 0,0,0, and the lightest color above 255,255,255, it comes
> > in handy.)

Patrick "Diablo-D3" McFarland || [EMAIL PROTECTED]
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music." --Kristian Wilson, Nintendo, Inc, 1989

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