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| From: | guybrush03 AT aol DOT com (Guybrush03) |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: decoding pcx header |
| Lines: | 8 |
| NNTP-Posting-Host: | ladder05.news.aol.com |
| X-Admin: | news AT aol DOT com |
| Date: | 09 Aug 1999 06:17:04 GMT |
| References: | <T_tr3.8837$K%6 DOT 165729 AT news1 DOT rdc2 DOT on DOT home DOT com> |
| Organization: | AOL http://www.aol.com |
| Message-ID: | <19990809021704.05022.00001581@ng-ce1.aol.com> |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
Andre LaMothe goes through this in "Black Art of 3D Game Programming". The process is something like this: read in first 128 bytes if you want the header info (header is constant as first 128 bytes). then goto the end of the file and backup 768 bytes (256 * 3 color spots for RGB). from here you can read the file's palette info. then, using the data in between the two spots you've read, just use a RLE decoding method to extract the actual image data (i'm assuming you know of RLE decoding...just drop a line here if you don't). HTH
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