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Re:QOI: Lossless Image Compression in O(n) Time by pornel on Wednesday November 24, 2021 @08:39AM (#29329850)
I know games tend to assume color spaces from context, and do other hacky things like reusing alpha for height maps or RGB for vector coordinates.

But this approach is a source of endless conflict with image processing tooling, because nobody except the game author knows what the channels mean. Game developers keep complaining about image processing tools doing anything other than bytes-in-bytes-out on that data (e.g. clearing "unused" alpha or treating RGB as human-perceptible colors), because it breaks the unstated assumptions.

Re:QOI: Lossless Image Compression in O(n) Time by dv_dt on Wednesday November 24, 2021 @02:55PM (#29334356)
Yup embed enough metadata so you can actually nicely automate/integrate doing the right thing with tooling.