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::2) <math>final.rgb=(1/255)/0.5=0.00392/0.5=0.007843137;</math> or 2.
::2.1) <math>final.rgb=(1/255)/0.2=0.00392/0.2=1.009607843;</math> or 5. <small><span class="autosigned">— Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Versatranitsonlywaytofly|Versatranitsonlywaytofly]] ([[User talk:Versatranitsonlywaytofly|talk]] • [[Special:Contributions/Versatranitsonlywaytofly|contribs]]) 21:57, 12 December 2011 (UTC)</span></small><!-- Template:Unsigned --> <!--Autosigned by SineBot-->
:::Note, that algorithm, which using gamma don't matter if is combined with this "final.rgb=color.rgb/average" algorithm or not, still making contrast between say 128 and 64 instead normal 2:1, it making <math>0.2^{1/1.5}/0.1^{1/1.5}=1.5874:1</math> or bigger depending on "average" like <math>0.2^{1/1.25}/0.1^{1/1.25}=1.7411:1</math> instead normal 2:1. So this algorithm graying combined or not with with this "final.rgb=color.rgb/average". But graying all colours equally don't matter they strong or weak and contrast between all colours depending only on "average".
:::Compressed luminance algorithm "final.rgb=(2*color.rgb)/(1+color.rgb)" graying
::But I tell you secret, that average is calculated using only 16 textures centers (pixels) or less likely variant, that each sixteen pixel on screen (width*height/16). So still no so very real average and the slower adaptation, the better. So best of all to use maximum of all 16 pixels and maximum of this pixel all channels RGB instead average and then it will go perfectly in all algorithms. If color=230/255=0.9, colormax=230/255=0.9, then:
::1) <math>final.rgb=0.9^{1/(2-0.9)}/0.9=0.9^{1/1.1}/0.9=0.90866/0.5=1.009624247;</math> or 257.454=>255; 0.5<colormax<1;
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