Path: chuka.playstation.co.uk!news From: "John \( QuietBloke \)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Transparency (solved) Date: Wed, 18 Jul 2001 22:33:55 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <9j4vcm$kps4@www.netyaroze-europe.com> References: <01c10ead$48608260$7b0ae4d5@pal-s-omnibook> <9j15sb$e1v1@www.netyaroze-europe.com> <9j1833$e1v2@www.netyaroze-europe.com> <01c10f74$b9ce1bc0$d209e4d5@pal-s-omnibook> NNTP-Posting-Host: host213-122-114-148.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 I seem to recall somewhere that the frame buffer is made up of 1024x512 16 bit pixels and of course the GPU can display any area of this to the screen. I assume therefore each pixel is made up of the same structure as an entry in a CLUT. ie. bits 0-4 = R compnenet bits 5-9 = G componenet bits 10-14 = B component and finally bit 15 is the transparency control bit. I would guess that although you supply your rgb values as unsigned chars only the 5 left most bits are used. So.. in answer to the question.. unless I am proven totally wrong is yes.. your right.. the 3 lower bits get discarded John ( QuietBloke ) "pal" wrote in message news:01c10f74$b9ce1bc0$d209e4d5@pal-s-omnibook... > Thank you very much Matt and Derek. > "1.0back - 1.0 forward" and rgb=8,8,8 makes the thing work. I was mainly > fooled by the 5bit thing: because I need the picture to be definitively > altered by the fading, I do not draw a progressively darker/lighter GsBOXF > each frame, but the same one each frame. So I tried some values like > (0,0,0), (1,1,1), (255,255,255) and this obviously wasn't good. > Just one more question to check that I understood things right: are the 3 > lower bits of the r,g,b fields unused? > > pal >