Reply 100 of 151, by leileilol
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- l33t++
wrote:But compare it to Quake IIs though. And indeed, that 24-bit color might have been the problem since it has often been said (criticized?) that Quake II's optimization came from its dithered palette.
Quake2 has no dithered palette. Its optimization is primarily in the surfacecache system, where it caches tiles of mipmaps with lightmaps blended so the light blending operation's not repeated, and just fed directly to the span driver. They also have optimized model animation interpolation with the fixed 10hz rate.
and i'm someone who attempted to put colored lighting into Quake2's software renderer once 😀 and I think doing this process in pure 24-bit color would be faster than beating the CPU cache with lookup tables to do it in 8-bit color