[Scummvm-devel] Bitdepth/pixel format API concerns
Marcus Comstedt
marcus at mc.pp.se
Tue Jun 9 16:22:41 CEST 2009
Max Horn <max at quendi.de> writes:
> -> survey: which backends support which modes natively, anyway? Again
> something that I would recommend collecting in a table on the wiki for
> future reference!
In the Dreamcast backend, the game screen is a texture, so I can
natively use any supported texture format, which means:
ARGB1555
RGB565
ARGB4444
YUV422
(the alpha can optionally be discarded in the ARGB modes).
All texture formats are little endian, which is the native
endianness of the Dreamcast.
Technically there are also CLUT4 and CLUT8, but I don't use them
and instead convert 8bit graphics to RGB555 with the CPU.
The reason is that palette animation and deferred rendering
don't play nice. :-)
// Marcus
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