From 43652fac86ef351e33627ca69ea7cf7ac5dc4550 Mon Sep 17 00:00:00 2001 From: Xavier Niochaut Date: Wed, 12 Aug 2020 23:20:01 +0200 Subject: [PATCH] Updated GLFWMapRendering (markdown) --- GLFWMapRendering.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GLFWMapRendering.md b/GLFWMapRendering.md index 0aaac9c..05d9f5e 100644 --- a/GLFWMapRendering.md +++ b/GLFWMapRendering.md @@ -45,7 +45,7 @@ Although Graphics2D framebuffers are not able to accelerate this process, GLFW c There are two ways of doing this conversion. ## Manual conversion -Calling `GLFWCapableBuffer#useMapColors()` will tell the framebuffer that you are not rendering with RGB directly, but with map colors. The map color is in the case encoded in the RED channel of the framebuffer. When grabbing the pixels from the framebuffer for processing, Minestom will only query the red channel and interpret the red intensity as the index inside the color palette. +Calling `GLFWCapableBuffer#useMapColors()` will tell the framebuffer that you are not rendering with RGB directly, but with map colors. The map color is in this case encoded in the RED channel of the framebuffer. When grabbing the pixels from the framebuffer for processing, Minestom will only query the red channel and interpret the red intensity as the index inside the color palette. If you want to use this mode manually, you can always convert a color index to a color intensity by simply dividing the index by `255f`. ## Automatic/Post-processing conversion