From: zidharta AT yahoo DOT com Newsgroups: comp.os.msdos.djgpp Subject: Re: color pallete for 256 bits Date: Thu, 12 Aug 1999 03:36:11 GMT Organization: Deja.com - Share what you know. Learn what you don't. Lines: 24 Message-ID: <7otffa$ass$1@nnrp1.deja.com> References: <8D53104ECD0CD211AF4000A0C9D60AE30156F361 AT probe-2 DOT acclaim-euro DOT net> NNTP-Posting-Host: 202.49.198.2 X-Article-Creation-Date: Thu Aug 12 03:36:11 1999 GMT X-Http-User-Agent: Mozilla/4.0 (compatible; MSIE 4.01; Windows 98) X-Http-Proxy: 1.0 x41.deja.com:80 (Squid/1.1.22) for client 202.49.198.2 X-MyDeja-Info: XMYDJUIDsidxidzid To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Thanks a lot ... I understand it now ... :O) In article <8D53104ECD0CD211AF4000A0C9D60AE30156F361 AT probe-2 DOT acclaim- euro.net>, djgpp AT delorie DOT com wrote: > zidharta AT yahoo DOT com writes: > > when we use color pallete technique in 13h graphics mode ... > > (where we set RGB using outport or inport ) > > are we really get more colors?... it still 256 bits anyway isnt it? > > so why are we using it? ... > > The palette chooses _which_ set of 256 colors you want to use. > Maybe for a Doom game, you mostly want lots of different shades > of brown and grey, while for a Mario game you want lots of > bright, primary colors. There can only be 256 on the screen at > a time, but the palette chooses which colors those are. > > Shawn Hargreaves. > Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't.