From: varobert AT colba DOT net Message-Id: <3.0.32.19990713165002.007a7590@mail.colba.net> X-Sender: varobert AT mail DOT colba DOT net X-Mailer: Windows Eudora Pro Version 3.0 (32) Date: Tue, 13 Jul 1999 16:50:26 -0400 To: djgpp AT delorie DOT com Subject: Re: Allegro 16-bit, using palettes and such Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Reply-To: djgpp AT delorie DOT com Then I suggest you use a 256-color bitmap as a temporary buffer, then you can do all your calculations and spit out a 16-bit color bitmap... At 03:30 PM 7/13/99 -0400, you wrote: >varobert AT colba DOT net wrote: >> >> Since all your bmps are 256 color, you could use a lookup table, say one of >> 256x256, with one entry per color per shade, with 256 color and 256 shades, >> which you precalculate for each bitmaps (that you load in 256 colors). >> > >First of all, thank you for the response. > >It seems like a plausible idea; in fact, this is how I do it in >256-color mode... >But with true-color, I have to cast the pointer when accessing the >Bitmap, like this: > > Color = ( (short*) Bitmap->line[y] ) [x]; > >But when I do this, the Color becomes a 16-bit value, not a palette >index. So, using the code I have above, is there a way to do lighting >effects (as you can see, I have no way of implementing the method of a >[256][256] array). > >