[EMAIL PROTECTED] makes some magical things to make me read } > But so far, you will have to live with the words of the GD2-spec (Holy bible } > ?). } > For sprite (mask&pattern), even for 1 bit black & white, all lines } > must be aligned on long (exact reference: GD2-User.doc, page 8, } > "Each row in a QL mode pattern or blob occupies one or more and complete 16 } > bit words. Each row in any extended colour definition pattern or blob } > occupies one or more complete long words.", just one paragraph after the } > table which list the new GD2 mode). } > } } OK, however, does this mean for an area measuring 20 pixels in monochrome } mode, it needs to use 20 longwords (1 per pixel) or is each pixel packed (as } per the screen display) and the line only rounded up to longwords - in the } latter case, they would need only 1 longword to store the 20 pixels.... (20 } bits rounded up to 32).?? } } The GD-2 documentation is not clear here, so what is used in practice??
Excepted with the mode(2,64) (aka 24 bits colours), every other format is packed as tight as possible. There is no need to waste 20 longwords for 20 bits in mode(2,0) where only 1 longword is enough for up to 32 bits!. And the left most pixel are in the most significant part of the byte (and so on, as usual Motorola order rules!). mode(2,64) is just using a longword for one pixel, but packing that kind of bytes (3 bytes per pixel over 4 bytes boundary) would have been really uneasy. ( 1 pixel: 1 long, 2 px: 2l, 3 px: 3l, 4 px: 3l !!!), so it is best as implemented (a full long for each pixel, whatever the oddness of the length). -- Grimbert J�r�me
