Getting Colours from Read Pixel

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I found the source of the problem! Ends up the other test computers had their desktops set to 16bit mode and I had only tested running the game in a window. When run at fullscreen (where I set the value to 32bit in Blitz) the effect works fine.

So I guess I have to find a value that will work whether the game is running in 16bit or 32bit - hence the need to break it down into RGB values. Regardless of bitdepth, white is always RGB 255,255,255 right?

Here's a paraphrased version of my code:

DrawImage background,0,0
LockBuffer BackBuffer()

;Cycle through each of the active objects
For object.object = Each object

;Check the background pixel for anything other than white.
bg_check = ReadPixel(object\x_pos,object\y_pos)

;If another color is detected, create a bounce effect
If bg_check < -66000
     ;Collision bounce code goes here
EndIf

;Unlock the backbuffer from the collision checks
UnlockBuffer BackBuffer()