Re: [AD] Component ordering and mixing color depths |
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Eric Botcazou wrote:
If I understand correctly, RGBA sprites are currently never drawn directly to
bitmaps, i.e without applying a blending formula for each pixel, so your
reasoning is that swapping the components in the process would be only
marginally slower, isn't it ?
The problem is that the RGBA ordering of a 32-bpp bitmap isn't
predictable when you are in a 16-bpp screen mode. This means that I must
write *two* blenders: one for RGB ordering and one for BGR ordering. The
traditional Allegro blenders avoid this issue by using getr() (and
family) and makecol(). FBlend, on the other hand, does not.
Two objections:
- I think that drawing a RGBA sprite onto a bitmap without using the alpha
channel (i.e with draw_sprite) ought to be supported, in which case the RGBA
sprite must have the same color layout as a regular 32-bit sprite.
I don't see this as being useful at all; one could simple blit into a
16-bpp bitmap to color convert, then draw_sprite that image into the
destination. Or are you refering to something else?
- Can't we imagine hardware-accelerated blitting routines using the RGBA
format, in which case the layout of the format would likely match that of the
regular 32-bit format ? But you're the specialist here.
What do you mean by "regular" 32-bit format? Do you mean hw accelerated
32->16 blitting?
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