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Simulate color blindness/defects? #39
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Comment #1 originally posted by thezbyg on 2011-06-01T17:20:27.000Z: Thanks for suggestion, I will look into it. |
Comment #2 originally posted by thezbyg on 2011-08-11T21:09:02.000Z: Color blindness simulation for three types of anomalous trichromacy (protanomaly, deuteranomaly and tritanomaly) has been implemented. To enable it, you should:
Other defect types will be implemented soon. Configuration interface is still work in progress. |
Comment #3 originally posted by thezbyg on 2012-08-29T06:42:30.000Z: I've written a Quantization transformer; it's attached here for consideration. Basically, it allows you to determine what colors look like when matched to the nearest color in a quantized RGB colorcube, such as:
etc. It is useful for various game-developing purposes. I'm happy with the quality of the code, personally; I only wonder whether 'clip top-end' is a clear enough description of the clipping option for the user to understand. |
Comment #4 originally posted by thezbyg on 2012-08-30T10:04:42.000Z: There was a couple of issues (both fixed in attached patch):
'Clip top-end' is ok. Other than that, it is ready to be committed. |
Comment #5 originally posted by thezbyg on 2012-08-31T07:38:34.000Z: Thanks :) I see I need to review whitespace more carefully. I'll commit your updated version after I add some other minor updates. |
Original issue 39 created by thezbyg on 2011-05-31T08:24:16.000Z:
When creating color schemes it would be very useful to know which colors may not display properly for those with color blindness/defects. More information on what types there are can be found here http://en.wikipedia.org/wiki/Color_blindness
Additionally, for ideas of how this might be implemented take a look at this website http://colorschemedesigner.com/ (under the Colorblind tab) and at Scribus (I use 1.5)
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