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@...840...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.

--
Niko Kiirala
niko@...1761....1267...

------------------------------------------------------------------------------
_______________________________________________
Inkscape-devel mailing list
Inkscape-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/inkscape-devel