From 04fb237e01d7872487ff347190b05f4321099704 Mon Sep 17 00:00:00 2001 From: Akshay Date: Wed, 17 Mar 2021 18:01:34 +0530 Subject: fix grammar --- docs/posts/SDL2_devlog/index.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/posts') diff --git a/docs/posts/SDL2_devlog/index.html b/docs/posts/SDL2_devlog/index.html index 278deef..e69adec 100644 --- a/docs/posts/SDL2_devlog/index.html +++ b/docs/posts/SDL2_devlog/index.html @@ -42,7 +42,7 @@ SDL2 Devlog
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I have been working on an editor for the One Bit Image file format in Rust and SDL2. This entry in my blog follows my progress on the editor. The days are listed in reverse chronological order, begin from the bottom this is your first time on this page.

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I have been working on an editor for the One Bit Image file format in Rust and SDL2. This entry in my blog follows my progress on the editor. The days are listed in reverse chronological order, begin from the bottom, if this is your first time on this page.

Day 10

I started reading up on dithering methods and half-toning, I wanted to create a dithering brush that would automatically produce popular dithering patterns. The method that caught my eye (and also the one used most often in pixel art), was Bayer’s ordered dithering. When applied to a black and white image, each pixel, based on its intensity, is mapped to a 4x4 grid of pixels. A completely empty (completely black) 4x4 grid represents zero intensity, and a filled 4x4 grid represents full intensity. Bayer’s ordered dithering can produce 15 steps of intensity between zero and full (by switching on exactly 1 pixel more at each level), thus, being able to draw 17 “shades” from white to black. Creating a dithering brush from here was fairly trivial. Our pixmap is supposed to represent the final dithered image, it must be divided into 4x4 grids. Each grid is colored based on the intensity of the brush passing over it:

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