dofile("init.lua") -- encode a bitmap local _ = { 0, 0, 0 } local R = { 255, 127, 127 } local pixels = { { _, _, _, _, _, _, _ }, { _, _, _, R, _, _, _ }, { _, _, R, R, R, _, _ }, { _, R, R, R, R, R, _ }, { _, R, R, R, R, R, _ }, { _, _, R, _, R, _, _ }, { _, _, _, _, _, _, _ }, } tga_encoder.image(pixels):save("bitmap_small.tga") -- change a single pixel, then rescale the bitmap local pixels_orig = pixels pixels_orig[4][4] = { 255, 255, 255 } local pixels = {} for x = 1,56,1 do local x_orig = math.ceil(x/8) for z = 1,56,1 do local z_orig = math.ceil(z/8) local color = pixels_orig[z_orig][x_orig] pixels[z] = pixels[z] or {} pixels[z][x] = color end end tga_encoder.image(pixels):save("bitmap_large.tga") -- note that the uncompressed grayscale TGA file written in this -- example is 80 bytes – but an optimized PNG file is 81 bytes … local pixels = {} for x = 1,6,1 do -- left to right for z = 1,6,1 do -- bottom to top local color = { math.min(x * z * 4 - 1, 255) } pixels[z] = pixels[z] or {} pixels[z][x] = color end end tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {colors="BW", compression="RAW", pixel_depth=8}) local pixels = {} for x = 1,16,1 do -- left to right for z = 1,16,1 do -- bottom to top local r = math.min(x * 32 - 1, 255) local g = math.min(z * 32 - 1, 255) local b = 0 -- blue rectangle in top right corner if x > 8 and z > 8 then r = 0 g = 0 b = math.min(z * 16 - 1, 255) end local color = { r, g, b } pixels[z] = pixels[z] or {} pixels[z][x] = color end end local gradients = tga_encoder.image(pixels) gradients:save("gradients_8bpp_raw.tga", {colors="BW", compression="RAW", pixel_depth=8}) gradients:save("gradients_16bpp_raw.tga", {colors="RGB", compression="RAW", pixel_depth=16}) gradients:save("gradients_16bpp_rle.tga", {colors="RGB", compression="RLE", pixel_depth=16}) gradients:save("gradients_24bpp_raw.tga", {colors="RGB", compression="RAW", pixel_depth=24}) gradients:save("gradients_24bpp_rle.tga", {colors="RGB", compression="RLE", pixel_depth=24}) for x = 1,16,1 do -- left to right for z = 1,16,1 do -- bottom to top local color = pixels[z][x] color[#color+1] = ((x * x) + (z * z)) % 256 pixels[z][x] = color end end gradients:save("gradients_32bpp_raw.tga", {colors="RGBA", compression="RAW", pixel_depth=32}) local pixels = {} for x = 1,512,1 do -- left to right for z = 1,512,1 do -- bottom to top local oz = (z - 256) / 256 + 0.75 local ox = (x - 256) / 256 local px, pz, i = 0, 0, 0 while (px * px) + (pz * pz) <= 4 and i < 128 do px = (px * px) - (pz * pz) + oz pz = (2 * px * pz) + ox i = i + 1 end local color = { math.max(0, math.min(255, math.floor(px * 64))), math.max(0, math.min(255, math.floor(pz * 64))), math.max(0, math.min(255, math.floor(i))), } pixels[z] = pixels[z] or {} pixels[z][x] = color end end tga_encoder.image(pixels):save("fractal_8bpp.tga", {colors="BW", pixel_depth=8}) tga_encoder.image(pixels):save("fractal_16bpp.tga", {colors="RGB", pixel_depth=16}) tga_encoder.image(pixels):save("fractal_24bpp.tga", {colors="RGB", pixel_depth=24})