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Re: Dithering

To: REALbasic Games <REALbasic-Games at lists dot realsoftware dot com>
Subject: Re: Dithering
From: Nils Raschke <n4d2r at gmx dot de>
Date: Wed, 01 Oct 2003 00:47:34 +0200
Hi Joe!

>> Quesa AFAIK uses 16 Bit.
> For what?  It uses 16 bit if you use AddShapePicture

Yes, that was I was using. So my graphics got truncated.

> and 32-bit if you use AddShapePictureWithMask.

Hm. But these shapes with mask are slowing quesa down because it's a
transparency-mask that has to be processed even I have no need for it?

If so, I need something in between: 24 bits without mask...

>>  I experienced this once I had a water texture with
>> a gradient of 256 colors of blue. They got truncated (VERY ugly). So I
>> looked around a bit and found somewhere (I don't remember where) a sentence
>> in a documentation that said quesa uses 16 bit depth internally.
> Sounds like a mistake or a misintepretation to me.

Surely it was related to addShapePicture...

>> The monitor is set to 16.7 millions.
> Then there is no reason you shouldn't be using 32-bit color.

And the speed-issue? If the mask is totally black (or white) will it slow
down the game as much as I would use a gray-value for transparency?

Greetings
Nils


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