>This should tell you all you need to know for now. FB 3 demo program. Tested. >Just shows raw bits, a cleared gWorld, and then an inversion of the gWorld >pixels. > Robert, Thanks for the demo. I made it a bit more interesting by changing >r =255 - (PEEK(curPixelM + 1)) >g =255 - (PEEK(curPixelM + 2)) >b =255 - (PEEK(curPixelM + 3)) to r = xx% - (PEEK(curPixelM + 1)) g = yy% - (PEEK(curPixelM + 2)) b = xx% + yy% - (PEEK(curPixelM + 3)) However, I'm still confused. I see 3 bytes (24 bits) of color information. Aside from being spaced 4 bytes apart in memory, what makes this different (better?) than 24-bit color? What is that 4th byte used for? Even if it holds 2 low-end bits for each color (does it?), that would seem to me to be just 30-bit color, not 32. Can you offer any clarification? Thanks. 0"0 =J= a y "