[REBOL] Re: Skinning Thought
From: jasonic:nomadics at: 6-Oct-2001 0:44
> Since REBOL is kind enough to provide a colorize effect, why not make use
> it? If we design our skins, and images, in grayscale then we have an
> infinite palette of colors to choose from at runtime with only one set of
> source files (per unique "look") to manage. Runtime colorization.
> This may not be a universally applicable approach but I think it could be
> *widely* applicable.
> Colorization of course is an obvious effect to apply but certainly not the
> only one which might be used. Imagine the possibilities if you could apply
> bump mapping from textures!
Yes this makes a lot of sense.. Especially if one saves an alpha layer along
with the greyscale mater artwork. Someone at RT [holger?] hinted that alpha
transparaency will be coming down the pipe soon. The alpha channel can be
very valuable not only for subtle and beautiful layering, but also as a
basic masking for skins which Rebol could use now. One can use the two to
help define 'semantic' regions, if you see what I mean.
On-the-fly colorizing has many virtues, including for a more generalized
rollover dialect with many uses ->
- context dependant color values for 'tab' style interfaces
- alert and feedback graphic effects
- visually shifting focus as users move around the interafce to highlight
'next' and 'current' regions.. Along with TABS This is very good for any
sequential form-based GUI. [business modelling workflow security admin etc]
Adopting a generalized _visual_ design approach - by using grayscale - would
encourage the revelant Rebol code to follow suit. And that can only be a
I think it woudl be good use of progammer effort and machine resources.
Similar to creating 'Symbols' in Flash and then applying tint, alpha and
other effects to istances of them on the layout stage.