there are two "official" ways of storing RGB in 16 bits, normaly (at least AFAIK) it will be arrrrrgggggbbbbb where the a indicates a single alpha channel bit, the other way is indeed rrrrrggggggbbbbb, the extra bit for green is supposed to be because the human eye is more sensitive to green than any other colour, but when I did some research into 16 bit format I got arrrrrrgggggbbbbb on my machine, so a question for RGT, does Pro store 16 bit RGB according to what format the card on the pc uses? or does it convert it internaly to one or other of the formats? and if it stores the data according to what the card manufacturer decided was the "right" way to store 16 bit colour, then how can we tell in code if those 16 bits are rgb or argb?, that could make quite a difference in practice, or are we best avoiding low level operations in 16 bit or even avoiding 16 bit altogether?.
Mentor.
edit: moved alphas to correct end of bytes
PC1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, Nvidia FX5900 gfx, 6 way surround sound, PC2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.