xjas wrote:BTW I thought 32-bit was RGB 8+8+8 with another 8 bits of transparency (alpha channel.) Isn't that how PNG uses it?
There are three common variations on the 32-bit theme really.
You have ARGB (or RGBA, BGRA etc), which is indeed 8-bits per channel, with an extra alpha channel.
Then there's XRGB, where the extra 8 bits are not used for anything (most videocards can only use alpha in textures, not in the framebuffer, so your rendertarget will be XRGB).
And there is also the 10-bit format, where you get 10-bits for R, G and B, and two extra bits that are unused.
Here's an overview of pixel formats in DirectX: https://msdn.microsoft.com/en-us/librar ... s.85).aspx
But yes, people only talk about 24-bit when there actually are only 24 bits of data, so just 3 bytes for RGB. This format was used by early truecolour videocards to save memory, but it was inefficient to process because of the odd alignment. So as memory became cheaper, it was replaced by 32-bit XRGB.