@pipeline, on Apr 3 2006, 09:17 PM, said in New Observation:
How odd -- all our internal PICTs should be 16 bits, but I guess I'm not that surprised to find that some of them are 32 bit with only 16 bit data.
Nova never offered dithering from 24 to 16, which is why we used BlitZen. It's a byproduct of QuickTime, and, as pe usual, I can only say that I've always and only ever advocated using the approved formats. Using anything else and complaining when support goes away (for whatever reason) is pretty silly.
Dave
Well that's almost fair enough, except that prior to 1.0.9 we weren't really aware that there were any "approved" formats. Everything simply worked. Mind you, I'm not really complaining, just pointing out something else we need to be careful of.
@edwards, on Apr 3 2006, 09:26 PM, said in New Observation:
Did you actually read the part of my post just before what you quoted?
As far as I can tell, there is no difference between the main screen and the rest of the game in how it handles PICT-based sprites. Red-tinting occurs, 1-bit PICTs turn white, sprites with 16-bit masks don't show up, and if you give me any other PICT bugs, I'll add them to my main screen.
The main screen may very well use different drawing algorithms, but that doesn't seem to prevent it from being affected by the various PICT malfunctions:
The top button is 32-bit for both sprite and mask, the middle button has a 16-bit mask, and the bottom button has a 1-bit mask.
Edwards
What the? How did you get the red tinting? The existing mask is already 32-bit, which works fine and by the looks of it nothing else does.
This post has been edited by Guy : 04 April 2006 - 04:26 AM