- From: David Woolley <david@djwhome.demon.co.uk>
- Date: Wed, 12 Mar 2003 21:36:33 +0000 (GMT)
- To: www-style@w3.org
Chris Lilley wrote: > > On Wednesday, March 12, 2003, 8:22:26 AM, Boris wrote: > mod 360, so 370=10 and so on The algorithm provided needs to be modified, as it only works for hues in the range [-120, +480). > > BZ> Further, how are saturation and lightness > BZ> values outside the 0% to 100% range treated? > > clipped Do you really mean this? This seems to give HSL a smaller gamut than sRGB. There are real life colours (e.g. the extreme violet end of the spectrum) that require more than 100% saturation (they have a negative sRGB green component, because the normal red and blue phosphors++ cross-talk onto the eye's green receptors). Also looking through it, I noted these points: - it's inaccurate to say that the angles represent the rainbow colours; there are hues (reddish purples) that it can represent, but which are not rainbow colours; - when one looks further, the whole concept of a circle is somewhat misleading, as what is actually represented (at l=0.5 and s=1.0) is a constant speed walk (in sRGB gamma) along all six edges of the colour cube in turn (the walk has to be rather lumpy in subjective hue); - I think there should be a prominent warning that subjective brightness depends on both hue and saturation (local peaks, as a function of hue, at 60, 180, and 240, with an envelope peaking around 120, and with l=0.5 s=0.0 a lot darker than l=0.5 s=1.0, even for the hue minima, because of gamma issues) - this might confuse people trying to obtain good contrasts without relying on hue; - I've not convinced myself why gamma issues don't make subjective hue a function of saturation, but, assuming that there were no spurious gamma adjustments in the illustrations, I guess its OK; - I think that the description of opacity may have been lifted from SVG, losing the context which included the algorithm, and not gaining a hyperlink on the reference to masks - I am sure that transparency requires forward and inverse gamma to be applied, around the actual merging. ++ any attempt to linearly combine three components in a physical system that doesn't directly stimulate the optic nerve is going to suffer from this sort of problem, even in a light source.
Received on Wednesday, 12 March 2003 16:37:06 UTC