Thanks for that. I'm assuming my RGB data is 24bit, I'm using standard SVG
files.

On Tue, Jul 7, 2009 at 2:44 AM, Uday Verma <[email protected]> wrote:

> I think it would depend on what kind of RGB (24-bit, 3 bytes per pixel)
> data you have, whether it has alpha channel along with the RGB channel
> (RGBA) (32-bit, 4 bytes per pixel).
>
> so if you have just plain 24-bit per pixel RGB data, you need to pass 3 for
> bytes per pixel, otherwise its going to be 4.
>
> The rowstride would be a little more tricky.  I thing it will be width * (3
> or 4, depending on the kind of data, or bytes per pixel) rounded up to a
> multiple of 4.  so for a 640x480 image, with RGB, the the rowstride would be
> 640*3 (it is divisible by 4), for an image like 201x100 with RGB data it
> would 201*3 = 603 rounded up to a multiple of 4 = 604 (divisble by four).
>
> I think this is how it works.  Somebody, please correct me if I am wrong.
>
> A simple bit operation can always give you the correct result:
>
> rowstride = ((width * bpp) + 3) & (~0x3)
>
> Hope this makes sense.
>
>
> On Mon, Jul 6, 2009 at 6:34 AM, Saul Lethbridge <[email protected]
> > wrote:
>
>> Hi All,
>>
>> I'm trying to understand what values I need to enter for the function
>> clutter_texture_set_from_rgb_data, see below:
>>
>>
>> rowstride : Distance in bytes between row starts.
>> bpp : bytes per pixel (Currently only 3 and 4 supported, depending on
>> has_alpha)
>>
>> Thanks
>>
>
>
>
> --
> Uday
> http://soundc.de/
>

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