Jump to content
  • Advertisement
Sign in to follow this  
lucky6969b

How to do a color reduction calculation?

This topic is 1046 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Let's say I had a color whose value is 130 and is a unsigned char (BYTE) value

I want to convert it into a float value within the range of 0...1

How do I go about doing that?

I tried to cast directly, but it is no working

like

SrMaterial mat = subMesh->material;
D3DMATERIAL9 material;
material.Diffuse.r = mat.diffuse.r;

 

Here the SrMaterial consists of color values whose type is srbyte which is in turn defined as unsigned char.

But their values are incredibly large. I don't believe that they are supposed to be rendered in Direct3D environment..

 

Thanks in advance

Jack

Edited by lucky6969b

Share this post


Link to post
Share on other sites
Advertisement

I want to convert it into a float value within the range of 0...1
How do I go about doing that?

 

as i recall, dx9 uses rgb bytes, not floats internally. one of the first things i figured out when deciding whether to use bytes or floats for colors. so needless to say, bytes won.

 

there are APIs and macros for both.

 

FYI, that's a format conversion, not color reduction. 

Edited by Norman Barrows

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!