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Simulate color blindness/defects? #39

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thezbyg opened this issue Mar 21, 2015 · 5 comments
Closed

Simulate color blindness/defects? #39

thezbyg opened this issue Mar 21, 2015 · 5 comments

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@thezbyg
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thezbyg commented Mar 21, 2015

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)

@thezbyg
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thezbyg commented Mar 21, 2015

Comment #1 originally posted by thezbyg on 2011-06-01T17:20:27.000Z:

Thanks for suggestion, I will look into it.

@thezbyg
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thezbyg commented Mar 21, 2015

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:

  1. Clicking on 'Edit->Edit Transformatios...' menu item.
  2. In the 'Transformations' dialog enable 'Enabled' check box.
  3. Add 'Color vision deficiency' transformation to the list by clicking "Add" button.
  4. Double click on the added transformation to edit its properties.
  5. Click OK.

Other defect types will be implemented soon. Configuration interface is still work in progress.

@thezbyg
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thezbyg commented Mar 21, 2015

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:

  • GBA: 32 possible intensities of RGB
  • SNES: 32 possible intensities, with white being clipped (darkest intensity = 0/32, highest intensity == 31/32), suitable for CRT TV display.
  • Amiga: 16 possible intensities
  • CPC: 3 possible intensities
  • etc.. (EGA64, SMS, Genesis, MCGA,)

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.

@thezbyg
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thezbyg commented Mar 21, 2015

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" check box state was not restored in configuration constructor.
  • "Value" range included values 0 and 1 which could cause division by zero in apply() method.

'Clip top-end' is ok.

Other than that, it is ready to be committed.

@thezbyg
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thezbyg commented Mar 21, 2015

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.

@thezbyg thezbyg closed this as completed Sep 8, 2017
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