I\'m implementing global illumination in my game engine with \"reflective shadow maps\". RSM has i.a. color texture. To save memory. I\'m packing 24 bit value into 8 bit val
To convert 8bit [0 - 255] value into 3bit [0, 7], the 0 is not a problem, but remember 255 should be converted to 7, so the formula should be Red3 = Red8 * 7 / 255.
To convert 24bit color into 8bit,
8bit Color = (Red * 7 / 255) << 5 + (Green * 7 / 255) << 2 + (Blue * 3 / 255)
To reverse,
Red = (Color >> 5) * 255 / 7
Green = ((Color >> 2) & 0x07) * 255 / 7
Blue = (Color & 0x03) * 255 / 3