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?)
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?)