Re: [overengine-devel] 32bpp vs. 16bpp
Status: Alpha
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From: Reuel S. <hh...@li...> - 2001-02-06 20:31:29
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<blockquote type="cite" cite="mid:5.0...@ma...">if we need transparent textures,</blockquote>
And I think we do (the Xelcore web for example)<br>
<br>
<blockquote type="cite" cite="mid:5.0...@ma..."> some problems come up:
<br>
<br>
[THIS PROBLEMS ARE NOT DEPENDENT BY THE SCREEN DEPTH
<br>
SINCE IT DOESN'T AFFECT THE TEXTURE DEPTH]
<br>
<br>
-- problem 1 ---
<br>
suppose the user chooses 16bit video mode, so we are
<br>
supposed to load textures in format R5G6B5, but this format
<br>
doesn't allow alpha blending, cause the alpha channel is missing
<br>
as you *might* have noticed ;)
</blockquote>
I doubt something else apart from me, Sakka and you has :)<br>
<blockquote type="cite" cite="mid:5.0...@ma..."><br>
<br>
ok... we say... I'll load'em in the other well supported
<br>
format.. A1R5B5G5, so this just means transparent/non-trasparent
<br>
but it doesn't allow transparency gradients!!!
</blockquote>
I think this shouldn't be a problem since, as you said before, special FX
are different, and usually alpha blending is used in explosions, flames,
forcefields, etc.<br>
<blockquote type="cite" cite="mid:5.0...@ma..."><br>
<br>
solution 1: loading off screen textures in 32bpp anyway, that means
<br>
A8R8G8B8, very good, but shall I waste memory on the poor user's
<br>
system?
</blockquote>
Consider the average PC now has 64Mb RAM. Can we fit textures in?<br>
<blockquote type="cite" cite="mid:5.0...@ma..."><br>
<br>
solution 2: let the user choose both texture depth and screen depth
<br>
---------------
<br>
<br>
-- problem 2 --
<br>
if we need transparent gradient images in the GUI, things get a bit
<br>
weird.
<br>
<br>
in fact, if the user chooses 16bpp for screen and 16bpp for textures,
<br>
the GUI will be screwed up!
<br>
<br>
it's because the GUI images are textures either! because texturing is
<br>
the only way to make an image transparent in the new fuckin DirectX
<br>
Graphics.
<br>
<br>
solution 1: loading off screen textures in 32bpp anyway, that means
<br>
A8R8G8B8, very good, but shall I waste memory on the poor user's
<br>
system? [SAME AS PROBLEM 1]
<br>
<br>
solution 2: just load GUI images always at 32bpp
</blockquote>
If we need transparency gradients, we NEED 32bpp. Period. So, I suggest GUI images being at 32bpp by default.<br>
Remember: the GUI is not very big! Compare the size of a bunch of buttons to the size of at least eight units templates! :)<br>
<blockquote type="cite" cite="mid:5.0...@ma..."><br>
---------------
<br>
<br>
please, help me outta here, dudes :)
</blockquote>
Domi Dude reporting, sir! :) Gogogo! :)<br>
My final suggestion:<br>
<b>Normal textures: selectable depth<br>
GUI textures: 32bpp</b><br>
<blockquote type="cite" cite="mid:5.0...@ma..."></blockquote>
Bye all guys!<br>
Domi<br>
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