Can PB's graphics routines handle > 8-bit color (10 or 12 bits per color)?
Thank you.
10 - 12 Bit Color
Re: 10 - 12 Bit Color
No, not natively.
PureBasic 6.04/XProfan X4a/Embarcadero RAD Studio 11/Perl 5.2/Python 3.10
Windows 11/Ryzen 5800X/32GB RAM/Radeon 7770 OC/3TB SSD/11TB HDD
Synology DS1821+/36GB RAM/130TB
Synology DS920+/20GB RAM/54TB
Synology DS916+ii/8GB RAM/12TB
Windows 11/Ryzen 5800X/32GB RAM/Radeon 7770 OC/3TB SSD/11TB HDD
Synology DS1821+/36GB RAM/130TB
Synology DS920+/20GB RAM/54TB
Synology DS916+ii/8GB RAM/12TB
Re: 10 - 12 Bit Color
If you want to stick mostly with PB and emulate those modes you could draw to a rendertarget normally and filter the output or draw
into a buffer with custom 8/10/12 bit drawing routines and then do the conversion while transfering the pixels to a rendertarget.
Doing the color conversion manually is ofc. slower - but given the nature of retro games completely negligible imho. (if thats the goal).
The only other option would be to build something from scratch to support those color modes as they are pretty much obsolete nowdays.
Btw. im currently writing an experimental 2d 8 bit software renderer (Windows only) that im planning to release this year.
I could however post an template on how to go about implementing 8 bit gfx it in PureBasic using PB platform independent functions only.
into a buffer with custom 8/10/12 bit drawing routines and then do the conversion while transfering the pixels to a rendertarget.
Doing the color conversion manually is ofc. slower - but given the nature of retro games completely negligible imho. (if thats the goal).
The only other option would be to build something from scratch to support those color modes as they are pretty much obsolete nowdays.
Btw. im currently writing an experimental 2d 8 bit software renderer (Windows only) that im planning to release this year.
I could however post an template on how to go about implementing 8 bit gfx it in PureBasic using PB platform independent functions only.
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Re: 10 - 12 Bit Color
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