Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.programming.2d_graphics Subject: 16 bit question Date: 22 Jan 1998 13:34:10 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 55 Sender: news@chuka.playstation.co.uk Message-ID: <6a7hsi$r5u1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk It's not entirely clear what you are asking. The PlayStation screen display is 16-bit (24-bit only for special cases, eg showing video). Everything displayed onto screen is shown in 16-bit colour. When using sprites, the sprites are textured with TIMs that are 4, 8 or 16 bit. 16-bit TIMs, as you say, have no CLUT; the data in each pixel in the TIM is itself a 16-bit colour. With 4 and 8 bit TIMs, the data in each pixel is a reference to a CLUT entry; only the CLUT entries hold 16-bit colours. You do NOT need to use a single CLUT for the whole program, nor for all the 4 or 8 bit sprites; you can use as many different CLUTs as you like. For 16-bit TIMs, which have no CLUT, the only restriction is that each pixel is 16-bit; but that allow for 32,768 colours, ie lots. Hope this clarifies things Lewis To: Lewis Evans cc: From: news @ playstation.co.uk Subject: 16 bit question:scee.yaroze.programming.2d_graphics From: Luca Cappellini Newsgroups: scee.yaroze.programming.2d_graphics Subject: 16 bit question Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit I understand that when i use 16 direct mode for sprite colors i do not have a CLUT table but in wich way i define the colors, with PaintShop pro witch kind of color table i have to use if i wanna define my colors, and if i can define my colors is right think that in 16 bit mode i can only have one BIG set of colors for all my sprites ? Thanks Luca