Buffer types and their sizes

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ImaginaryHuman(Posted 2006) [#1]
Would I be right in saying that in OpenGL screens:


A 32-bit graphics mode comprises:

24-bits RGB + 8-bits Alpha (to pad to 32-bit alignment) + 24-bits Depth buffer + 8-bits Stencil buffer (to pad to 32-bit alignment), totalling 64-bits of data per pixel.

and

A 16-bit graphics mode comprises:

16-bits RGB + 16-bits Depth buffer, totalling 32-bits of data per pixel, no alpha buffer and no stencil buffer.

and

A 24-bit graphics mode comprises:

24-bits RGB + 8-bits unused padding + 24-bits Depth buffer, no stencil buffer.

or

24-bits RGB + 8-bits unused padding + 24-bits Depth buffer + 8-bits stencil buffer.

or

24-bits RGB + 8-bits unused padding + 16-bits Depth buffer + 8-bits stencil buffer (or unused).


Is that right? Does anyone have clarity on what is the bit resolution of the depth buffer in 24-bit mode, and is there a stencil buffer present? I don't have access to a 24-bit mode with which to test it.

(I guess also that 15-bit color means a 16-bit depth buffer?)


ImaginaryHuman(Posted 2006) [#2]
I guess nobody knows anything more of this then? Or maybe I was totally right on the first try ;-)

Does anyone have a 24-bit mode they can open a window in and see what kind of setup it gives?