32-bpp
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32-bpp
When I took a look in the graphic.dat and when playing the game I got really stranges colours. I think I know why.
When you are using grabber to use 16-bpps and not 32 for all the pictures, but the mac-version is using 32 bpps.
I don't really know why you are using 16 (prestanda boost?) instead of 32, but If I understand it right. A picture in 32 bpp would look good in 16 bpp too. So why are we not saving every in 32 bpp?
http://www.shell.linux.se/simon/tmw/pic_1.jpg
http://www.shell.linux.se/simon/tmw/pic_2.jpg
When you are using grabber to use 16-bpps and not 32 for all the pictures, but the mac-version is using 32 bpps.
I don't really know why you are using 16 (prestanda boost?) instead of 32, but If I understand it right. A picture in 32 bpp would look good in 16 bpp too. So why are we not saving every in 32 bpp?
http://www.shell.linux.se/simon/tmw/pic_1.jpg
http://www.shell.linux.se/simon/tmw/pic_2.jpg
- ElvenProgrammer
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- Joined: 13 Apr 2004, 19:11
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I wasn't aware of this problem since in Windows allegro converts between color formats without problems, and because Genis made the datafile not me. I've added only the mobset and as you can see it's in 32bpp
Anyway I'll convert all of them from 24bpp to 32bpp immediately since it won't make any difference for Windows and I suppose also Linux
Anyway I'll convert all of them from 24bpp to 32bpp immediately since it won't make any difference for Windows and I suppose also Linux
no it makes no difference, the bmps get dithered down dorrectly on linux as well. only question that comes up my mind is if the pictures are only converted when they are loaded or everytime they get plotted onto the buffer?
Don't argue with idiots. They drag you down to their level and beat you with experience.
- ElvenProgrammer
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- Joined: 13 Apr 2004, 19:11
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