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Re: Converting 24bit image to 16bit



I understand, Andre LaMothe told me in his email.    He told me to use the
function IDirectDrawSurface::GetPixelFormat() .  However, I looked in the
Direct X SDK, and I couldn't figure out which member of the DDPIXELFORMAT
object I was supposed to check to figure out if it was 5.5.5 or 5.6.5 .  I
need help :( .  Does anyone know how I can accomplish this?  My graphics
engine will be complete once this is complete.

> Didn't pay attention to the start of this thread, but there are two
> different 16-bit color formats that have been supported, the 565 format
that
> Ender alluded to, and a 555 format.  Depending on your platform and image
> type, it could be either...
>
> Kevin Wolfskill
> JADE Solutions
> Office US  (303) 583-4123
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>
> -----Original Message-----
> From: Mike Main [mailto:anime6@earthlink.net]
> Sent: Thursday, October 05, 2000 7:56 PM
> To: gameprogrammer@gameprogrammer.com
> Subject: Re: Converting 24bit image to 16bit
>
>
> That worked :).  Thank you so much!!!  I sent an email to Andre LaMothe,
and
> he admitted his error :).  He said each color had 5 bits.
>
>
> ----- Original Message -----
> From: <EnderWiggenRules@aol.com>
> To: <gameprogrammer@gameprogrammer.com>
> Sent: Thursday, October 05, 2000 8:07 PM
> Subject: Re: Converting 24bit image to 16bit
>
>
> > In a message dated 10/5/00 5:58:25 PM Central Daylight Time,
> > anime6@earthlink.net writes:
> >
> > << Someone help me please.  I need to write code to load a 24 bit,
bitmap
> > into a 16 bit buffer.  How do I do this.  Usually it doesn't work. >>
> >
> > OK. If I'm remembering right, I think 24-bit images are stored with one
> byte
> > for Red, Green, and Blue, and 16-bit is just the three attributes split
> over
> > two bytes. So, if you load a 24-bit image in this order:
> >     RRRRRRRR GGGGGGGG BBBBBBBB
> > Each color attribute is 8-bit, meaning that it is in the range 0 to 255.
> > 16-bit (correct me if I'm wrong) is stored in this fashion:
> >     RRRRR GGGGGG BBBBB
> > The red and blue color attributes are in the range 0 to 31, and the
green
> > attribute is in the range 0 to 63, so what you need to do is convert the
0
> to
> > 255 range to 0 to 31 or 63. This can be done easily by bit shifting.
> Here's
> > pseudo-code:
> >     5BitRed=8BitRed>>3; // 8BitRed/8
> >     6BitGreen=8BitGreen>>2; // 8BitGreen/4
> >     5BitBlue=8BitBlue>>3;   // 8BitBlue/8
> >     Color=5BitBlue+(6BitGreen<<5)+(5BitRed<<11)
> > This is the conversion, though depending on the library/video
card/driver
> you
> > are using, the red and blue may be reversed in positioning.
> >
> > -Ender Wiggin
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