[Scummvm-devel] Bitdepth/pixel format API concerns

Max Horn max at quendi.de
Tue Jun 9 20:43:58 CEST 2009


Am 09.06.2009 um 16:22 schrieb Marcus Comstedt:

>
> 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.  :-)


Thanks, that's very useful to know. (Would be nice to get similar  
lists for PS2, PSP, Wii, ... ;).

Seeing this, I should point out that Graphics::PixelFormat does not  
support specifying YUV formats. But that's not really a loss for our  
purposes, I guess ;)

Bye,
Ma




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