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 Resolution 
 and Color
 As Figure 23.2 shows, the Convert to Bitmap command offers several options, 
 and the two key questions are resolution and color depth. Here, the ampersand 
 is being converted into a 150dpi bitmap, meaning that each screen 
 dot will be 1/150 of an inch tall and wide. This is in contrast 
 to the printer dot, which is dependent upon the actual output 
 device (1/300 for a standard laser printer, 1/600 for a modern laser printer, 
 and 1/1200 and smaller for film-making equipment). This topic is a constant 
 source of confusion for all but the more advanced users of graphics software. 
 Suffice it to say that if an object is going to be rendered only in terms 
 of dots, the software needs to know what size to make those dots. The 
 larger each dot, the less opportunity there is to render detail; the smaller 
 the dot, the more opportunity and the larger the file size.  
 The second question is the number of colors that will be used to render 
 the object, and in the case of this rainbow-filled character, it is the 
 more urgent one. Theoretically, millions of colors would be needed to 
 traverse from the dark northern regions of this character to the lighter 
 shades in the south. If converted to a 24-bit (or 16-million color) image, 
 most human eyes would not be able to tell the difference between the original 
 and the bitmap. But as soon as you drop down to 256 colors, you are asking 
 DRAW to render this pattern with fewer colors than it needs to do the 
 job correctly. And if you were to convert this to a 16-color bitmap, the 
 results would be more hilarious than useful. 
 Dithering 
 If you intend to convert a full-color object into a bitmap with 256 colors 
 or fewer, DRAW gives you the opportunity to cheat. In the world of color, 
 cheating is referred to as dithering. It describes the process 
 of approximating colors that dont exist in the current palette. 
 In the case of the ampersand, you would need more colors than 256 to smoothly 
 depict the color shifts that take place. If you tried to render it at 
 256, the result would be a blunt transition between colors that would 
 not do the image justice. Dithering is kind of like airbrushingit 
 glosses over the colors at their edges so that your eye is fooled into 
 seeing a smoother transition. It is a mere illusion, and a close look 
 will show how dithering is nothing more than a clever scrambling of dots. 
 Figure 23.3 illustrates this with two conversions of our ampersand to 
 16-color bitmaps. The same amount of colors are present in each, but by 
 infusing the lower one with white pixels and interspersing the other 16 
 colors, the illusion exists of more colors present. The magnified portion 
 shows how the trick is performed, with lighter and darker colored pixels 
 sprinkled about. 
   
  
 FIGURE 
 23.3  When bitmaps do not contain enough colors 
 to accurately portray an object, DRAW can resort to dithering, the computer 
 equivalent of airbrushing. 
 Were not trying to imply that either of these images looks very 
 goodimposing a 16-color palette on this nice fountain is a misdemeanor 
 at least. Dithering is a last resort, needed only when you are stuck with 
 palettes well below 256 colors, which is, hopefully, very infrequent. 
  
 Backgrounds 
 The other option in the Color section determines how the background is 
 to be handled. Normally, when DRAW converts an object to a bitmap, it 
 defines a rectangular area (a bounding box) for that shape 
 and treats that area as the object. As Figure 23.4 shows, this can create 
 undesirable results. The top ampersand has been converted to a bitmap 
 with a visible background. The lower one was converted with the Transparent 
 Background option checked, producing much better results. We suspect that 
 you will want your background transparent more often than not, and recommend 
 turning this option on as your default. Once you check it, it remains 
 checked until you say otherwise.  
   
  
 FIGURE 
 23.4  Transparent backgrounds are the ticket 
 for getting good results with objects converted to bitmaps. 
 Anti-aliasing 
 A second cousin to dithering, the anti-aliasing process seeks to remove 
 jagged edges from bitmaps, and is most noticeable at lower resolutions. 
 Anti-aliasing is covered at length throughout Part V, Drawing for 
 Cyberspace.  
 From Bitmap to Bitmap
 Vector objects arent the only things that can be converted to bitmaps 
 from within DRAW. You can also convert bitmaps to bitmaps. In other words, 
 you can take an existing bitmap and change it into another kind of bitmap. 
  
 We found this to be extremely handy throughout the production of this 
 book, as we took many pictures of the DRAW screen. Our video adapters 
 are set for 24-bit color or higher, but the pages of this book are all 
 black, white, and gray. So once we captured an image and pasted it into 
 a drawing, we quickly converted it from 24-bit color to 8-bit grayscale. 
 We estimate that this procedure saved over 500MB of storage space, without 
 sacrificing quality at all. Here are the menu choices that come alive 
 when you select a bitmap image. 
 Edit Bitmap
 While DRAW can now wield considerable control over your bitmaps, it cannot 
 actually add, remove, or change their pixels. For that, you would need 
 to return to PHOTO-PAINT or your preferred image-editing program. This 
 menu choice loads PAINT and opens the bitmap image in it.  
 Crop Bitmap
 This takes the idea of cropping one step further than DRAW normally does. 
 So for the sake of this discussion, there is cropping and there is CROPPINGthe 
 latter making the operation permanent, like the Trim command. As you may 
 already know, you can crop a bitmap by using the Shape tool, but the area 
 made invisible is still there, and you can bring it back by performing 
 the reverse procedure with the Shape tool.  
 Once you crop a bitmap, you can CROP a bitmap by going to Bitmap Ø 
 Crop Bitmap. It chops away the unseen parts, leaving you with a smaller 
 bitmap. 
  
  
 
 
 
 
 
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