Bit Depth troubles
It's one number. It can be represented in 1 byte. Heck, if there was a data type for half a byte, it could probably be represented in that too. But it's hurting me.
I've got some images (png's, targa's and jpegs) to test my texture classes.
I had forgotten which bit depth I'd saved one certain png as. (8 and 16 are obvious, but I can't visually tell the difference between 24 and 32, of course.) So I open it in preview, and preview tells me it has a bit depth of 8. Heh... no, because it's full color, and I'm pretty sure it's 32 or 24. Graphic Convertor tells me it's 32.
So I pass the png to FreeImage without any conversions. And *it* says it's 24 bits per pixel... hmm. So I ask it to convert it to 32bit. It does, and I adjust the OpenGL components number accordingly, but it renders all messed up.
I know that there is a performance boost from using 32bit textures, so I'd rather do that. But I could've sworn I told photoshop to save it as 32bit, and grapic convertor seems to think it's 32 bit also.
What's goin on?
I've got some images (png's, targa's and jpegs) to test my texture classes.
I had forgotten which bit depth I'd saved one certain png as. (8 and 16 are obvious, but I can't visually tell the difference between 24 and 32, of course.) So I open it in preview, and preview tells me it has a bit depth of 8. Heh... no, because it's full color, and I'm pretty sure it's 32 or 24. Graphic Convertor tells me it's 32.
So I pass the png to FreeImage without any conversions. And *it* says it's 24 bits per pixel... hmm. So I ask it to convert it to 32bit. It does, and I adjust the OpenGL components number accordingly, but it renders all messed up.
I know that there is a performance boost from using 32bit textures, so I'd rather do that. But I could've sworn I told photoshop to save it as 32bit, and grapic convertor seems to think it's 32 bit also.
What's goin on?
A 32 bits image has 24 bits of color information (8 for each component, RGB) and 8 bits of alpha information (transparency) per pixel.
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