[Scummvm-devel] Bitdepth/pixel format API concerns
Sven Hesse
drmccoy at users.sourceforge.net
Mon Jun 8 23:58:52 CEST 2009
My $0.02:
On 2009-06-08 14:38:55 -0700, J Northup wrote:
> * What happens when the engine requests an unsupported format?
> * Does InitGraphics fall back to 8 bit, or fail entirely?
> * How does the game engine learn that its request was denied?
> * How does the game engine request an alternate format, if the game
> supports multiple formats: a second call to InitGraphics,
> or a second method meant specifically for specifying bitdepth?
Or let the engine query an array of supported formats and InitGraphics
just fails (gracefully) for all unsupported ones?
> * Should it be a generic format specifier (8, 555, 1555, 565, 888, 8888,
> etc)?
I'd be in favour of that one.
> [pixel format conversion:]
> * Should the engine and backend developers have free choice among these
> optioins, so that they can choose the case that makes
> the most sense for their engine or backend?
I'd very much like that one.
At least for Gob, handling it manually is probably better.
About conversion in general: Basically, the dither code could be used for that.
It could use a default/constructed palette though, and maybe a way to use
static dithering instead of error distribution, for speed.
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