From aada0d77f979ecb38edda5e6347de745f734a1af Mon Sep 17 00:00:00 2001 From: Adam Greenwood-Byrne Date: Wed, 15 Jul 2020 20:19:42 +0100 Subject: [PATCH] Finalising part5-framebuffer README --- part5-framebuffer/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/part5-framebuffer/README.md b/part5-framebuffer/README.md index 9b57a58..b313e7a 100644 --- a/part5-framebuffer/README.md +++ b/part5-framebuffer/README.md @@ -84,7 +84,7 @@ If everything comes back as expected, then we're ready to write to the screen! Drawing a pixel --------------- -To save us remembering RGB colour combinations, let's set up a simple 16-colour **palette**. Anyone remember the old [EGA/VGA palette](https://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter)? If you take a look in `terminal.h`, you'll see the `vgapal` array sets up that same palette, with Black as item 0 and White as item 15, and many shades in between! +To save us remembering RGB colour combinations, let's set up a simple 16-colour **palette**. Anyone remember the old [EGA/VGA palette](https://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter)? If you take a look in _terminal.h_, you'll see the `vgapal` array sets up that same palette, with Black as item 0 and White as item 15, and many shades in between! Our `drawPixel` routine can then take an (x, y) coordinate and a colour. We use an `unsigned char` (8 bits) to represent two palette indexes at once, with the 4 most significant bits representing the background colour and the 4 least significant bits, the foreground colour. You may see why it's helpful to have only a 16-colour palette for now!