1998.07.29 19:13 "16 bit grayscale", by Mark Koch

1998.07.30 16:25 "Re: 16 bit grayscale", by Daniel McCoy

How would you recommend adding the 16-bit TIFF format to your library?

People have been trying to tell you but you don't seem to understand.

The library already does it. It has for years now.

I provided the 16-bit test images to Sam years ago. I provided patches to xv to handle it years ago as well. Pixar has been using deep tiff files for years. Toy Story was rendered into deeper than 8-bit rgb tiff files using Sam's library. Many of the texture maps used were created from 16-bit greyscale tiff files using the library. Amazon Paint from Interactive Effects is our main paint program and it has supported 16-bit tiff for years using the library.

Just because it isn't in baseline tiff doesn't mean you can't do it. It is OBVIOUS from reading the REST of the tiff spec exactly how to do 16-bit greyscale or rgb. You just set BITSPERSAMPLE to 16 and provide SHORT data instead of BYTE data and Bob's your uncle. It's hardly rocket science.

Sure the spec is a little confusing since it doesn't make the distinction between TIFF and baseline TIFF as crystal clear as it could be, but that shouldn't stop youi if you keep reading.

I sure wish Adobe would either update the dang spec or give it to someone who will.

Adobe, if you are listening:

Why don't you just give the TIFF spec to a capable committee of people (I almost named a list, but I don't want to get into volunteering people. It's pretty obvious from reading this mailing list for a while who the people are who understand the existing spec, what needs clarifying in it and where it needs to go.) Maybe I'm missing something, but I can see no competitive advantage for Adobe in owning it, and letting it languish just creates bad feelings in the TIFF community at large.

Dan McCoy    Pixar    mccoy@pixar.com