First post, by leileilol
Here's an edited Q3A with paletted texture support, among other minor things (forcing nearest in software GL, hor+ widescreen, etc). Edited source files included.
Because of those two benchmark threads, i've decided to get this out sooner.
To use palettes, set r_textureBits 8. r_ext_paletted_texture must also be 1 if you want to use the extension provided by your card. It defaults to 1 anyway.
I've only tested this on a 3dfx Voodoo2, and testing was definitely successful. r_picmip 0 is playable 😀 I have not yet tested it on any other Voodoo card.
There are some unfinished things like paletted mips (right now they're simply resized without resampling) and bugs like some walls appearing pink, I really should get some alpha detection methods in there to force the channel off for some of them.
Some drivers do actually freak out - so far, don't try native paletted textures on:
- Microsoft GDI Generic
- SGI OpenGL for Windows
- nGlide wrapper + 3dfxvgl.dll
- DOSBox 3dfx-supporting build with Kekko's software driver and 3dfx Voodoo Graphics drivers
How paletted texturing usually looks, expect some vibrant colors to be banded.... but the performance!!!
NOTE: THIS DOES NOT WORK PROPERLY ON VOODOO1