In 24 bit, there are 8 bits each for red, green, and blue.
In 32 bit, there are 8 bits each for red, green, and blue, plus one at the start for 'alpha'. Never really understood quite what that first byte means / is for, but effectively a 'brightness' thing maybe?
In 16 bit, there are TWO options, dependent on graphics mode, graphics card, probably O/S and many other things.
Either you have 5 bits each for red, green, and blue, with the bit at the start left unused. OR you have 5 for red, 6 for green, and 5 for blue.
And if you're using BlitzPlus, you can determine all this using the LockedFormat command once you've locked the buffer, allowing you to perform snazzy fast effects by peeking and poking data. Instead of the annoyingly slow read/writepixel'fast'.
In 32 bit, there are 8 bits each for red, green, and blue, plus one at the start for 'alpha'. Never really understood quite what that first byte means / is for, but effectively a 'brightness' thing maybe?
In 16 bit, there are TWO options, dependent on graphics mode, graphics card, probably O/S and many other things.
Either you have 5 bits each for red, green, and blue, with the bit at the start left unused. OR you have 5 for red, 6 for green, and 5 for blue.
And if you're using BlitzPlus, you can determine all this using the LockedFormat command once you've locked the buffer, allowing you to perform snazzy fast effects by peeking and poking data. Instead of the annoyingly slow read/writepixel'fast'.