Hello,
In order to emulate an old-style paletted display mode, I was going to implement a CLUT fragment shader on a greyscale 8bpp mode. It seems that 8bpp modes get promoted to higher depth or don't implement palettes in the way that I think they should.
Is there a way to insure that I get exactly 8 bits per pixel so that I can be sure that my colorize shader works correctly? I need it to work correctly because my game will use palette cycling effects.
I'm using MacOSX 10.5.8 with SFML 1.5 under C++ native, if it makes any difference.
Thanks in advance,
--Sam