Problems with Fullbright Colours
Moderator: InsideQC Admins
16 posts
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One possible solution I've just implemented, and it's engine-side, is to examine the second miplevel of a texture for fullbright texels and decide whether or not to create fullbrights based on that (the first miplevel is still used for the actual texture upload). It's not perfect, and some offenders still slip through (in fact quite a few do), but it does manage to catch a few others.
It may be possible to do better by implementing your own box filter and palette matching in the engine, but for now it's a first step forward.
It may be possible to do better by implementing your own box filter and palette matching in the engine, but for now it's a first step forward.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
16 posts
• Page 2 of 2 • 1, 2
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