While you're at it, why not just go straight to 16-bit or floating-point? In my own program I use a float in the range [0..1] for pretty much all intermediate color calculations, and only truncate to 8-bit when writing the final color out to the image. That will hopefully make it easier to support super-high-quality formats like OpenEXR in the future. Just a thought. ----- Original Message ----- From: "Richard" <legalize@xmission.com> To: <fractdev@mailman.xmission.com> Sent: Tuesday, May 22, 2007 8:43 PM Subject: [Fractdev] 6-bit to 8-bit color channels
I think I've identified all the portions of the code that assumed 6-bit color channels. Are there any gotchas I should look out for in order to change the code to support 8-bit color channels? -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html>
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