
The first number is the amount of red in the pixel, the second number is the amount of green, and the third is the amount of blue. This image is again close to the same as Example 2, but each pixel is now represented by three numbers. # The image is 3 pixels wide and 2 pixels high. # The P3 means colors are stored in pixmap. Values closer to 0 will be lighter, and values closer to 15 will be darker. This specifies that the color depth of the image ranges from 0 to 15, with 15 being black, and 0 being white. The one major change though is the addition of the 15. The 6 and 10 are once again the width and height of the image. P2 constitutes that the image will be graymap, meaning that it will be made of black, white, and grey pixels. # This image is 6 pixels wide and 10 pixels tall.įor the most part, the top of the image file is formatted the same way as in Example 1. For example, an element in the top right corner of the array is the same pixel as the one in the top right corner of the image.Īlso, since P1 means that the color depth is black&white, 1 stands for black, and 0 stands for white. Each array element always corresponds to a specific pixel. The array of numbers after that is the array of pixels used in the image. P1 specifies that the image will be solely black and white, and the 6 and 10 are the width and height of the image, respectively.

# The 6 and 10 are the width and height of the image. # This is an example bitmap of the letter "K" Images in general, including the ones Scratch support, share similarities. It was originally invented in the 1980s by Jef Poskanzer so that images could survive changes to ASCII text in an email message. Netpbm is an uncompressed image file format similar to BMP. This works by instead of storing something like "255, 255, 255, 255", the system would store it as 4"255". Lossless compression makes a file look the same as its uncompressed counterpart but with a smaller filesize, and examples include some types of TIFF, PNG, and GIF (for 256-color images). JPEG and some types of TIFF are examples of lossy compression, which causes visible artifacts especially in simple images. The first category includes BMP and some types of TIFF and it stores image data without any compression at all. File Typesįile types that store raster images fall under one of three categories: uncompressed, lossy compressed (visual data is lost with compression), and lossless compressed (image is compressed, but no visual data changes). The paint editor will automatically align your artwork when your artwork gets close to the canvas center.īecause of the inconveniencies, not all users agreed with those updates and have suggested to bring back some features. You can do this by clicking your artwork and dragging it towards the center crosshair symbol. You can now align your artwork to the canvas center more precisely.

Costume centering had to be done by selecting and moving an entire costume, before an automatic centering feature was implemented on February 13th, 2020. In Scratch 2.0, one could center a costume with a button, selecting the new center with the mouse-pointer, but in Scratch 3.0, the center button was removed.It has been replaced by a slider at the top of the editor in which you change the color, the saturation, and grayscale. In Scratch 3.0, the bitmap palette no longer exists.The crosshair feature added in February 2020.Īs of the release of Scratch 3.0, some features have been changed between Scratch 2.0 and 3.0:
