Inside3D!
     

Problems with Fullbright Colours
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping
View previous topic :: View next topic  
Author Message
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Aug 31, 2009 7:14 pm    Post subject: Reply with quote

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.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group