May 17th, 1999, 01:57 PM
Hi,
I am converting a bitmap (in C++) to put it as a texture in openGL. It works ok on many PC, but on some PC, in 65 536 colors, the texture are not correct.
I know that there are 5 bits for the red and blus colors, but it seems that sometimes, the green takes 6 bits instead of 5. Is there a way to detect when the green color is set to 6 bits? (I use a CBitmap structure). Does it have something to do witn the bmType attribute? I think that the problem occurs before the display in openGL, so in my C++ code.
Thanks in advance for any answers,
David Larochelle
I am converting a bitmap (in C++) to put it as a texture in openGL. It works ok on many PC, but on some PC, in 65 536 colors, the texture are not correct.
I know that there are 5 bits for the red and blus colors, but it seems that sometimes, the green takes 6 bits instead of 5. Is there a way to detect when the green color is set to 6 bits? (I use a CBitmap structure). Does it have something to do witn the bmType attribute? I think that the problem occurs before the display in openGL, so in my C++ code.
Thanks in advance for any answers,
David Larochelle