📄 zgv.1
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.PP.SH "MIRROR AND ROTATE"Sometimes when viewing a picture you will want to flip it horizontallyor vertically, or rotate it:.PP`\fBm\fR'.RS`Mirror' the picture (flip it horizontally)..PP.RE`\fBf\fR'.RS`Flip' the picture (flip it vertically)..PP.RE`\fBr\fR'.RSRotate the picture 90 degrees clockwise..PP.RE`\fBR\fR'.RSRotate the picture 90 degrees anti-clockwise. (This is a little sloweras it works by effectively doing `\fBr\fR' then `\fBf\fR' then `\fBm\fR'.).PP.RE`\fBAlt-n\fR'.RSRestore the picture orientation to normal. This undoes the effect of anymirrors, flips, and/or rotations..RE.PPzgv normally reverts the picture orientation (the way the picture hasbeen transformed by mirror/flip/rotate) back to normal when you view anew picture. However, there are various ways you can retain theorientation between pictures, so that the new picture is mirrored,flipped, and/or rotated in the same way. Here are two of the ways:.PP`\fBAlt-o\fR'.RSRe-use the previous picture's orientation for this picture..PP.RE`\fBAlt-s\fR'.RSSave the current picture orientation, making all pictures viewed untilyou press `\fBEsc\fR' use it. (The orientation reverts to normal afterthat, though.).RE.PPFinally, you can choose to have the orientation preserved the wholetime. To do this, put \fIrevert-orient off\fR in a config file(see \fBConfiguring zgv\fR)..PP.SH "BRIGHTNESS AND CONTRAST"zgv provides support for changing brightness and contrast in all modes,though it does slow things down a little in 15/16/24/32-bit modes(see \fBVideo Modes\fR)..PP`\fB,\fR'.RSDecrease contrast..PP.RE`\fB.\fR'.RSIncrease contrast..PP.RE`\fB<\fR'.RSDecrease brightness..PP.RE`\fB>\fR'.RSIncrease brightness..PP.RE`\fB;\fR'.RSReset contrast and brightness to normal. (`\fB*\fR' is also supported, forhysterical raisins.).RE.PPAny contrast change is applied before any brightness change by default.However, you can reverse the order easily enough:.PP`\fBB\fR'.RSReverse the order in which brightness and contrast are applied..RE.PPThe order they're applied in does make a difference --- assuming you'vemodified both brightness and contrast, of course. :-) The normal ordersimply means you have a increased-contrast image which you change thebrightness of. Obviously then, the reverse order reverses this, but ithas the additional effect of changing the point around which contrast isapplied..PP.SH "GAMMA ADJUSTMENT"Ah yes, gamma. What fun. The basic problem is this --- differingdisplays have differing intensity response curves. ``This has made a lotof people very angry and been widely regarded as a bad move.'' :-).PPIt means that you need some way of adjusting how brightly you displaythe picture to compensate. But since we're dealing with response curves,this isn't just a matter of changing the brightness in a linear fashion..PPThat doesn't seem so hard to deal with, right? All you need is to getthe gamma (a number which specifies how much the curve bends) for theimage, and for the screen, divide one by the other and adjust asappropriate. Joy..PPBut, given that the problem has existed since we started displaying morethan eight colours, you won't be surprised to find that it's alreadybeen fixed. And the fixes all tend to clash, and everybody has adifferent notion of how to fix it. The usual `fix' is to assume thatwhoever made the image made it with a gamma matching the gamma of yourdisplay, so you can just stuff the bits right on the screen. Since thisis easy, it's the most widespread approach. But it's a bit stupid, sonot everyone does it. Combine that with the lack of gamma specificationin most image formats, and the often-bogus values specified by people inthose that do, and hey presto --- the image gamma could be just aboutanything. And the screen's gamma also tends not to be easily determined..PPSo how on earth do you deal with something like \fIthat\fR in aremotely sane fashion?.PPThe answer chosen in zgv is to just live with the fact that theprobability of automatically obtaining correct values for both thescreen and image gamma is basically zero. Once you accept that, thesensible thing to do is to make it \fIvery\fR easy and fast to changegamma adjustment to commonly-required values. So here's how to do it:.PP`\fB1\fR'.RSSet gamma adjustment to 1.0, i.e. no adjustment. This is the defaultsetting..PP.RE`\fB2\fR'.RSSet gamma adjustment to 2.2. This is useful for viewing linear-gammafiles (one classic example being raytracer output) on an average PCmonitor..PP.RE`\fB3\fR'.RSSet gamma adjustment to 1 divided by 2.2, i.e. roughly 0.45. This isuseful for the reverse --- viewing average-PC-monitor-gamma files on alinear-gamma display. Historically I believe the classic example wouldhave been viewing PC files on a Mac, but I don't know how true that isthese days..PP.RE`\fB4\fR'.RSSet gamma adjustment to its initial value, as specified by a `\fB-G\fR'command-line option (see \fBOptions\fR) or \fIgamma\fR config filesetting (see \fBConfiguring zgv\fR). The default value used if none wasspecified is 1.0..RE.PPA brief clarification is probably in order. The gamma adjustment valuewhich you set in zgv is actually inverted from (i.e. one divided by) thetrue adjustment value used. This is (believe it or not :-)) intended toavoid confusion by reflecting the fact that \fIscreen\fR gamma is theone most widely considered/well known..PPYou can also tweak the adjustment more precisely, in a similar way tobrightness/contrast:.PP`\fBAlt-,\fR'.RSDecrease gamma adjustment (divide it by 1.05)..PP.RE`\fBAlt-.\fR'.RSIncrease gamma adjustment (multiply it by 1.05)..RE.PPNote that `\fB;\fR', and the other keys which reset thebrightness/contrast, deliberately avoid resetting the gamma adjustment..PP.SH "INCREASED GREYSCALES"zgv normally displays greyscale pictures in 8-bit modes (see \fBVideoModes\fR). Due to a limitation of the original VGA cards, these can have amaximum of 64 greyscales. This can give noticeable `edges' in somepictures..PPSo when using 8-bit video modes, zgv uses some trickery to try andincrease the apparent colour depth a little. The trick zgv uses is toincrease one or two of the red/green/blue channels by one, giving acoloured `pseudo-grey'. Since the eye is more sensitive to brightnessthan colour, this is reasonably convincing under normal conditions. (Itcan get less convincing if you scale up the picture, but it usuallylooks reasonable even then.).PPA slightly more unusual use of this technique in zgv, though, is thatit carries on using it for colour 8-bit images. I'm not certain howvalid this is; the `sub-depth' value is calculated as a greyscale, andthe channels altered are the same, with no consideration given to howthis might affect the colour balance..PPHowever, the difference this feature makes is very slight. The imagewill probably be very, very slightly brighter than it would beotherwise, and possibly a little `warmer' because of the minor use ofcolour and the eye's green/red bias (I think)..PPYou can toggle this feature in the viewer:.PP`\fBG\fR'.RSToggle whether to fake some extra greyscales/colours in 8-bit modes..RE.PPTo disable it by default, put \fIfake-cols off\fR in a config file(see \fBConfiguring zgv\fR)..PP.SH "CHANGING PICTURE"While in the viewer, it's possible to go directly to the previous ornext file in the directory without having to exit to the file selectorand pick the relevant file by hand..PPThere are two ways to do this; one way leaves the old picture onscreenuntil the new one is read in, the other (on `\fB^P\fR' and `\fB^N\fR')temporarily returns to the file selector and shows the usual progressindicator while it's being read..PPIn addition, one of the next-file-in-dir commands lets you tag the filecurrently being viewed first, without having to return to the fileselector to do it..PPNote that the meanings of the commands change when you are viewing aslideshow; the details are covered below..PP(See \fBDialog Boxes\fR, to see what `\fBBackspace\fR' is being used to meanhere.).PP`\fBBackspace\fR'.RSView previous file in dir, without progress indicator. (In slideshow,move to next file without waiting.).PP.RE`\fBEnter\fR'.RSView next file in dir, without progress indicator. (In slideshow, moveto next file without waiting.).PP.RE`\fBSpace\fR'.RSTag current file, then view next file in dir, without progressindicator. (In slideshow, move to next file without waiting; it has notagging effect during a slideshow.).PP.RE`\fB^P\fR'.RSView previous file in dir, with progress indicator. (In slideshow, actslike `\fBEsc\fR'.).PP.RE`\fB^N\fR'.RSView next file in dir, with progress indicator. (In slideshow, actslike `\fBEsc\fR'.).PP.RE.PPNote that `\fBSpace\fR' tags the file, rather than toggling the tag statusas it does in the file selector. This mismatch is unfortunate, but inthe viewer context the always-tag function is more likely to be whatyou'd want, since you can't see the file selector to see which files aretagged..PP.SH "FILE DETAILS"While you can get file details when in the file selector, you can'talways get to the selector --- for example, you might be running zgv ona single image from the command-line, or using it in that way fromanother program (such as lynx). So zgv can also report file details whenin the viewer:.PP`\fB:\fR'.RSShow file details, including such things as the filename, size, andwidth/height. This is almost identical to the equivalent command in theselector (see \fBOther File Sel Commands\fR); the only difference is thatyou can't use `\fB;\fR' to get this in the viewer, and the viewer doesn'tdepend on thumbnails for the width/height info..RE.PP.SH "PAUSING SLIDESHOWS"Sometimes you may want to temporarily stop a slideshow, when you get toan interesting image. You can do this the same way you would temporarilystop terminal output:.PP`\fB^S\fR'.RSPause slideshow, leaving you on the current image until you resume. Youcan still abort early with `\fBEsc\fR', go to the next image with`\fBEnter\fR', or in fact use any viewer commands at all..PP.RE`\fB^Q\fR'.RSResume slideshow. If the timer has already run out (it keeps runningwhile paused), this will go straight to the next image without anyfurther delay, other than that needed to read the new picture..RE.PPThe analogy with XON/XOFF isn't really that close --- for example, it'sworth noting that when the slideshow is `paused', you can actually doanything you normally might in the viewer..PP.SH "MULTIPLE-IMAGE GIF ANIMATION"While zgv is for the most part a straightforward viewer, it has specialsupport for multiple-image animated GIF files. These are loaded as a`column' of images, one on top of the other --- this column is thesingle image which is then displayed, enabling you to see all the`frames' of the GIF. (Though not in an image thumbnail; in those, onlythe first image is shown.).PPYou can also switch to an `animation' mode in the viewer, where each`frame' is shown one after the other, with (roughly) the delay specifiedin the GIF between updates..PP(This animation mode is automatically enabled if you start zgv with the`\fB-A\fR' or `\fB--auto-animate\fR' command-line option. See \fBInvokingzgv\fR.).PP`\fBe\fR'.RSEnter animation mode. (I don't know what the `\fBe\fR' stands for either.:-)) In this mode the normal viewer keys have no effect, and instead, amore limited set of keys are supported:.PP.RE`\fBEsc\fR'.RS.RE`\fBx\fR'.RSStop the animation and return to the viewer. If auto-animation mode isenabled, it exits the viewer too..PP.RE`\fBp\fR'.RSPause (or unpause) the animation..PP.RE`\fBn\fR'.RSSkip to the next frame. Generally only useful when paused..RE.PPIf auto-animation is enabled, the `\fBBackspace\fR', `\fBEnter\fR', and`\fBSpace\fR' keys do the same as they do in the normal viewer(see \fBChanging Picture\fR). Otherwise they act the same as `\fBEsc\fR'..PP.SH "VIDEO MODES"zgv can display pictures in a wide variety of different video modes.While you can kind of get by in zgv without knowing anything about videomodes, they have a very direct impact on how the picture appears, andit's important to know why to understand just how zgv works and how bestto use zgv..PP.SS "What a Video Mode is"A video mode is essentially a certain way of displaying dots on thescreen. The important aspects of a video mode in zgv are the number ofdots (or `pixels') that can be shown horizontally and vertically in themode, and the number of colours that the mode can handle simultaneously(also called the `depth' of the mode)..PPIn fact, this is how a video mode is usually referred to. One might talkof a 640x480 256-colour mode, for example; This would have 640 pixelsfrom left to right, and 480 from top to bottom, with no more than 256colours on the screen at once..PPA variant notation \fIwidth\fRx\fIheight\fRx\fIdepth\fR is often used byzgv and this documentation. But here the `depth' is given in bits. Thisusage, while compact, probably makes more sense to programmers than toanyone else. Here's a list showing which `bit depths' match which numberof colours:.PP(These are the only bit depths relevant to zgv.).PP\fB-\fR 4-bit means 16 colours..PP\fB-\fR 8-bit means 256 colours..PP\fB-\fR 15-bit means 32768 colours..PP\fB-\fR 16-bit means 65536 colours..PP\fB-\fR 24-bit means 16777216 colours (over 16 million)..PP\fB-\fR 32-bit means 16777216 colours too (!), since only 24 of the 32 bits areused for display purposes..RE.PPFrom the number of colours available in the latter modes, you can seewhy a bit depth notation is so useful!.PPSo, in the \fIwidth\fRx\fIhe
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