Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!decwrl!adobe!hawley From: hawley@adobe.COM (Steve Hawley) Newsgroups: comp.graphics Subject: Re: bit masks Message-ID: <6164@adobe.UUCP> Date: 30 Aug 90 19:52:08 GMT References: <23900013@sunb4> Reply-To: hawley@adobe.UUCP (Steve Hawley) Organization: Adobe Systems Incorporated, Mountain View Lines: 28 Here's how to do this: Go ftp to an archive with the Graphics Gems sources and get the source code that generates dithering matrices. Get it up and running, and generate an 8x8 matrix. Include it in a C program that uses it to dither an 8-bit deep bitmap down to bi-level, iterating over the value for the percentage in your 8-bit deep map. something like: int i; for (i=0; i < 256; i++) { fill8bitwith(i); dithermy8bitdownto1(); printmy1bit(); } where you're using globals for your bitmaps (no point in getting general for a single case. It will work. Trust me. I wrote the chapter about dithering. :') Steve Hawley hawley@adobe.com -- "I can always telephone, but I can't tell it much." -Roy Blount