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Why use separate red/green/blue bit depths?

bit BLUE depths red separate
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Why use separate red/green/blue bit depths?

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In short, because it more closely matches the way most platforms describe OpenGL-capable pixel formats, which in the past actually mattered. Today, when nearly everyone just asks for 24-bit color and gets it, it matters less. It does, however, make the API slightly more future-proof, as the values specified can be passed nearly unmodified to the window system. This doesn’t, of course, prevent you from presenting the familiar, single value color depths to the user.

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