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- This is a description of all currently supported colormodels:
-
- PIXFMT_LUT8
-
- This color model is the normal one. One Byte, one pixel. The value is used as
- an index to a color lookup table.
-
-
- PIXFMT_RGB15
-
- In this mode all pixels consist of one word. But now this value is no index to
- a clut anymore, it is the direct color value. Each value (red,green or blue)
- is defined by 5 bits. This makes a sum of 15 bits, one bit in the word is
- unused. 32768 color values are possible with this color scheme. This color
- model is used by the Cybervision board for example.
-
- XRRRRRGG GGGBBBBB (Each letter represents one bit in a 16bit word)
-
-
-
- PIXFMT_BGR15
-
- This coding scheme is the same as PIXFMT_RGB15 but the red and blue values
- are exchanged.
-
- XBBBBBGG GGGRRRRR
-
-
-
- PIXFMT_RGB15PC
-
- Same as PIXFMT_RGB15 but low and high byte are swapped in the word.
-
- GGGBBBBB XRRRRRGG
-
-
-
- PIXFMT_BGR15PC
-
- Same as PIXFMT_BGR15 but low and high byte are swapped just like in
- PIXFMT_RGB15PC
-
- GGGRRRRR XBBBBBGG
-
-
-
- PIXFMT_RGB16
-
- This format is similar to PIXFMT_RGB15 but now 6 bits are used for the green
- value. This makes a total of 65535 colors. The coding scheme is as follows:
-
- RRRRRGGG GGGBBBBB
-
-
-
- PIXFMT_BGR16
-
- Same as PIXFMT_RGB16 but the red and blue values are exchanged.
-
- BBBBBGGG GGGRRRRR
-
-
-
- PIXFMT_RGB16PC
-
- This is the same like PIXFMT_RGB16 but the low and high byte are swapped.
-
- GGGBBBBB RRRRRGGG
-
-
-
-
- PIXFMT_RGB24
-
- This color model uses 3 bytes per pixel or 8 bits per color usually called
- true color mode. With this model you have 16777216 colors available. format.
- Each color component may have one of 256 levels:
-
- RRRRRRRR GGGGGGGG BBBBBBBB
-
-
-
-
- PIXFMT_BGR24
-
- Same as PIXFMT_RGB24 but with red and blue values swapped.
-
- BBBBBBBB GGGGGGGG RRRRRRRR
-
-
-
-
- PIXFMT_ARGB32
-
- This color model represents true color mode with alpha channel. The
- Cybervision board introduces this model. 4 bytes per pixel (or one long word)
- is used. This allows very fast access to the graphics data but needs very
- much memory.
-
- AAAAAAAA RRRRRRRR GGGGGGGG BBBBBBBB
-
-
-
-
- PIXFMT_BGRA32
-
- Same as PIXFMT_ARGB32 but the bytes in a word are swapped AND the words in the
- longword are swapped, too.
-
- BBBBBBBB GGGGGGGG RRRRRRRR AAAAAAAA
-