Thanks again !
Then I suppose that some banding problems in blur and gradients are of a similar origin relative to the rendering engine and they will be solved together in the future.
ivan
________________________________ De : Niko Kiirala <niko@...1267...> À : inkscape-devel@lists.sourceforge.net Envoyé le : Mardi, 10 Mars 2009, 14h02mn 54s Objet : Re: [Inkscape-devel] Re : Kernel Unit Length in Lighting Effects
Tue, 10 Mar 2009 12:37:01 +0000 (GMT) Ivan Louette <ivan_louette@...48...> kirjoitti:
If I understand well the 256 height levels available cause the same kind of problem encountered with 3D displacement maps and which was solved by the use of 16 and 32 bits grey levels maps.
Are those 256 height levels maps a limitation of SVG ?
I believe what you're describing is exactly the same problem. Input image for lighting effects is essentially a height map, which in turn is a special case of 3D displacement map.
256 levels is not a limitation of SVG itself, but a limitation of Inkscape rendering engine. Using more than 8 bits per colour component would help with this problem, but likely would require quite a bit of work.