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Problems with Fullbright Colours

Discuss the construction of maps and the tools to create maps for 3D games.

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Postby mh » Mon Aug 31, 2009 7:14 pm

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.
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