Hi! So, the lecture made me try to look into colour depth for the first time and really try to figure out what’s what. I’ve read a few articles and the general understanding started to come into focus but there are a few things left that I would really appreciate some help understanding.
First off, it maybe be my misunderstanding here, but the lecture made it look like at first we were talking about texture resolution (as in X pixels by X pixels), not texture colour depth…? I mean, pixels were addressed followed by the examples of textures often being “1 by 1, or 2 by 2, or 4 by 4 …or 256 by 256 (pixels…?)”. And the latter was then called 8 bit. However from what I understand colour depth is all about the maximum number of colours possible for an image of particular depth, while the image can potentially be of any resolution. I’m sorry if I’m not making much sense, this one single part of the lecture has me very confused. I would be glad if someone could explain to me just what it is that’s I’m not getting here. Maybe it was never about the pixel resolution of the texture and I just got it wrong? If that’s the case it would all start to make sense because other that this I pretty much figured out how colour depth works.
Another thing that’s confusing is that 8 bit from what understood is quite a lot of colours. I mean, if that’s 256 per colour channel, that gives 256(R)*256(G)*256(B)= around 16 million colours. I found out that all this time JPEG images have all been 8 bit and they look fine (except maybe slight banding of darker colours where an otherwise smooth gradient would be). What makes me wonder here is that when you google “8 bit”, or for example “8 bit games” you get the screenshots with an obviously very limited colour palette (like Super Mario or Donkey Kong etc.) This feels contradictory to the 16 million colours I’ve calculated before and I just can’t stop trying to crack this puzzle. If there’s someone out there who understands this better than I do, please be so kind as to help me out! Thank you!