Reply 160 of 177, by Flybert
hmmm.... there aren't *that* many in-game palettes , + a few more for the DirectDraw shell screens ..
The .pal on my site is used for all objects and planes .. DirectDraw and Glide .. and everything but an effects .pal in DirectDraw
In Glide mode .. there are 3 terrain .pal files (all named the same , but seperated by the .vol files ) a sky/cloud .pal and a fx.pal
So basicly speaking , in DirectDraw they are only a couple of .pal files used in game , and in Glide 4 .pal files at any time ..
The objects use different .spl files depending on what they are , and each special Glide palette has a matching .spl file.
There's the main one described on the page link I gave , and different indexes are coded in the .spl files to shade or not for objects .. the Windows colors are *throwaways* that I think were just there so they are standard Windows/OS2 palettes.
I guess a better way to describe these .spl (special palette) files is that they are a single palette each , with coding to shift DirectDraw output automatically (per index #) for lighting effects.
One or more of them also prioritize the DirectDraw output so it is never more than 256 colors displayed.
Sorry , I really don't know anything about coding graphics wrappers or how OpenGL uses DirectDraw video output to render in 3D.