📄 palette.h
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//
// Fast Heckbert quantiser for creating paletted textures from
// high/true colour input textures
//
// Alpha weighting is going to be a tricky thing - unlike the RGB weightings
// which are well defined, the importance of the alpha channel probably has to
// have the highest weighting of all. However, because it affects all the other
// components its correct weighting is almost certainly some product of the alpha
// value itself and the colours it encompasses, rather than a fixed value...
//
// Some code based on source from the Independent JPEG group
// Copyright (C) 1991-1998, Thomas G. Lane.
//
//
// A. Pomianowski
//
__declspec( dllexport ) int HeckbertQuantize(void *srcdata,
unsigned char *dstdata,
unsigned short *paldata,
int srcformat,
int nentries,
int width,
int height,
int has_colourkey,
unsigned long keyval,
int generate_mipmaps);
// Source data formats
#define ARGB_8888 0
#define XRGB_8888 1
#define RGB_888 2
#define RGB_565 3
#define ARGB_1555 4
#define ARGB_4444 5
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