DK wrote:Brien
Glad to hear improvement and I can't wait to get the newest version.
I have a question - Is amount of colors used related to import speed and time because you should not try to sacrafice quality over speed.
No. In fact the encoding is slow in my opinion because of the quest for quality. The reason you are seeing poor quality has little to do with the stored image. It has to do with the algorithm that EAGE uses to
view the
stored image.
As much as 50% of the images colors must be generated at view time. When I released EAGE with DXTC improvement, I actually thought "Who cares what it looks like when you view it in EAGE. All that matters is what it will look like in the game."
It didn't occur to me that users needed to save the viewed graphic so that they could edit it. The saved graphic has about 1200 colors or so, the viewed graphic only had 500 colors. So, in EAGE if the imported image had thousands of colors, it got compressed fairly well. But when you turned around and viewed it, you thought that what you saw was all the better it was saved... and that is just not the case.
Another problem is that the number of colors possible is restricted by DXTC compression algorithm. It depends on the image, but as much as 3/4 of the colors will be lost for very complex images. Overall, it doesn't matter much since the players are small and the image detail couldn't be seen that small anyway.