by Frank W. Zammetti » May 24, 2001 @ 9:12am
Grr... It IS clear as mud, it's just that mud sucks!<br><br>I guess the work-around is to pre-decrease the values when I plot them. In other words, zero out the lowest three bits of R and B and two bits of G and use those as my color components. Then when I read a pixel from the VFP, I would expect to get the same values I put there then. <br><br>Fortunately, in my application I think it's not a big deal because I was actually writing a function to dim a portion of the screen, so basically this means that my colors will start out dimmed slightly already. I was expecting this to lead to a sprite collision detection algorithm, so I would have had to have dealt with this anyway.<br><br>Does the pre-decreasing idea sound right though? I'll test it later, but it seems to make sense at the moment (it IS 9 in the morning though, way too early for MY brain!) Thanks again guys, you've all been a great help!