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From: | zidharta AT yahoo DOT com |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: color pallete for 256 bits |
Date: | Thu, 12 Aug 1999 03:36:11 GMT |
Organization: | Deja.com - Share what you know. Learn what you don't. |
Lines: | 24 |
Message-ID: | <7otffa$ass$1@nnrp1.deja.com> |
References: | <8D53104ECD0CD211AF4000A0C9D60AE30156F361 AT probe-2 DOT acclaim-euro DOT net> |
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X-Article-Creation-Date: | Thu Aug 12 03:36:11 1999 GMT |
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To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
Thanks a lot ... I understand it now ... :O) In article <8D53104ECD0CD211AF4000A0C9D60AE30156F361 AT probe-2 DOT acclaim- euro.net>, djgpp AT delorie DOT com wrote: > zidharta AT yahoo DOT com writes: > > when we use color pallete technique in 13h graphics mode ... > > (where we set RGB using outport or inport ) > > are we really get more colors?... it still 256 bits anyway isnt it? > > so why are we using it? ... > > The palette chooses _which_ set of 256 colors you want to use. > Maybe for a Doom game, you mostly want lots of different shades > of brown and grey, while for a Mario game you want lots of > bright, primary colors. There can only be 256 on the screen at > a time, but the palette chooses which colors those are. > > Shawn Hargreaves. > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't.
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