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Maverick the divider

Distorted colors on 16bit screen depth

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If the screen is set to 16 or 24 bit depth and I use a texture with alpha component (8 bits for each component) the colors get distorted and ugly. This problem can be easily seen using NeHe's tutorial #33. If you place a good quality photo - it works fine (without alpha), but the moment you add an alpha channel the colors get really nasty. Could you explain why this is happening and provide a possible solution?

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set your desktop to 24/32 bit color (not 16)
and use a internal format for the texture of GL_RGBA8

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its happening because OpenGL allows for dithering of images down from 32bit colour to whatever teh screen supports.
You simply dont have enuff bits per pixel to show the image correctly, the solution is either increase the bit depth of the screen or remake you images so they work with 16bbp properly to avoid them being dithered down.

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