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From: Sean M. <se...@ro...> - 2006-03-17 15:33:31
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On 2006-03-16 10:30, James W. Walker said: >I asked about this on the Mac OpenGL mailing list, and it is an >endian issue. As you say, NewGWorld is treating the bytes as xRGB >order, whereas OpenGL on Intel uses BGRA order. I'm on the ogl mailing list, though don't read it generally, and I took a look at the thread you started. But I'm not sure of the conclusion. Is there a Quesa bug=3F An OGL bug=3F A QD bug=3F Or it is just something Quesa clients need to do differently on intel=3F Should we create all our GWorlds with the kNativeEndianPixMap flag=3F Would that fix it=3F >Background Test could be fixed without changing Quesa by flipping the >bytes of each pixel before and after each render. Presumably this >could be done inside Quesa instead. The structure that defines a >pixmap draw context has a byte order field, which we don't seem to >use at present. I think that's a good idea if kNativeEndianPixMap won't work. It might make things a little slower, but offscreen rendering is slow anyway, so whatever. -- =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F= =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F= =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F Sean McBride, B. Eng se...@ro... Rogue Research www.rogue-research.com Mac Software Developer Montr=E9al, Qu=E9bec, Canada |