Dithering even with palletized target surface
Posted on 2010-11-26, 02:20
I'm working on optimizing DOSbox on Android, and one trick I wanted to try was using a shader to handle VGA, and in particular VGA mode 13 directly. I've got it rendering to an 8 bit surface with another texture acting as the palette LUT. However it seems to dither the colors instead of using them …