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/ >
