![]() If the device context is a memory DC, the color table for the bitmap selected into the DC is modified. The RealizePalette function modifies the palette for the device associated with the specified device context. The RealizePalette function maps palette entries from the current logical palette to the system palette. s.85).aspx The RealizePalette function maps palette entries from the current logical palette to the system palette. Which is a result of calling RealizePalette, see here. Some of the colours were 'stolen back' by the OS. This has actually been causing some bugs in Windows 7 and later, when running 256-colour DirectDraw programs. I could probably cook up a test-program, eg loading and showing a GIF or JPG image on screen, and then we can see how the OS tries to match the colours.Īs the above link describes, there is a WM_PALETTECHANGED message that windows can receive. I'm pretty sure this will work in Windows 3.x using a 16-colour driver. These bitmaps are 'device independent', meaning that the bitmap is in a 'universal' format, and the OS will take care of translating it to your specific device.Īs it says, it can change the global palette to better match the DIB. You can set 24-bit RGB palette entries for bitmaps. ![]() See my link above about GDI and local palettes etc. If I am not able to manages this I will buy the Chips from Ebay just to show you that I am right □ Reply 52 of 83, by Predator99 Wait some days until I have my PEGA running. ![]() Maybe this also applies to the Windows start logo, I dont know. Yes there may be a strange Windows-Program that access the VGA palettes in this mode and this will not run correctly on a EGA card. But with this standard driver you are not able to select other than the default 16 colors.Īlso the dithring you have shown in your screenshot is the same in the mode on EGA and VGA. On both cards you can select 16 out of 64 colors in this mode and they look the same. The 'missing' colours will get approximated by dithering (remember those blue gradients in the background of fullscreen installation programs in the Win3.x era? That's a fine example of an application using more than 16 colours logically, and Windows using dithering to map that to the actual colours if you're in a palette mode of 2, 16 or 256 colours).įor simple applications, you should be okay with the default colours, but any application that tries to modify the palette will likely show up wrong, just as my 1991 Donut demo.Ī real EGA driver would only allow applications to pick from the 64 EGA colours, and would probably take different dithering strategies etc to match RGB colour values, since it has a different palette to work with than VGA does.īut back to the initial question: I am saying that the Windows Standard VGA driver (640x480, 16 colors) shows the same behaviour on a EGA and a VGA card. There is a whole palette manager in Windows to try and take care of that, with local and global palettes and priority management over which window gets to pick colours first etc. And indeed, that may mess up things for other windows. But a program can also modify the palette itself. Not only can you change the colourscheme for Windows overall, from any of the VGA colours. Maybe it does it for the start logo.Īctually, Windows allows you to do exactly that. Therfore Windows uses only 16 colors and doesnt modify the standard palette. Would be possible, but the colors in Window A would totally mess up when sitching to Window B. Its price at launch was 279 US Dollars.If you select a Windows 16 color driver it will never use more than 16 colors at once and will also not start to switch palettes! Imagine you have 2 Windows A +B on the Desktop and both uses a diffrent (16 out of 64) color set. The card's dimensions are 229 mm x 111 mm x 35 mm, and it features a dual-slot cooling solution. GeForce GTX 1660 Ti is connected to the rest of the system using a PCI-Express 3.0 x16 interface. Display outputs include: 1x DVI, 1x HDMI 2.0, 1x DisplayPort 1.4a. The GPU is operating at a frequency of 1500 MHz, which can be boosted up to 1770 MHz, memory is running at 1500 MHz (12 Gbps effective).īeing a dual-slot card, the NVIDIA GeForce GTX 1660 Ti draws power from 1x 8-pin power connector, with power draw rated at 120 W maximum. NVIDIA has paired 6 GB GDDR6 memory with the GeForce GTX 1660 Ti, which are connected using a 192-bit memory interface. It features 1536 shading units, 96 texture mapping units, and 48 ROPs. The TU116 graphics processor is an average sized chip with a die area of 284 mm² and 6,600 million transistors. This ensures that all modern games will run on GeForce GTX 1660 Ti. Built on the 12 nm process, and based on the TU116 graphics processor, in its TU116-400-A1 variant, the card supports DirectX 12. The GeForce GTX 1660 Ti is a performance-segment graphics card by NVIDIA, launched on February 22nd, 2019.
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