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DarthPaul
03-28-2003, 07:23 AM
How can you create a color table that supports more than 256 colors?

I've searched through the forums and I've read that I might be able to do this with dependent textures. Could someone explain a little more on how I could do this?

tweakoz
03-28-2003, 08:16 AM
Hmm: I will take a quick guess.

In a pixel shader,
use texture stage zero's R and G channels as texture coordinates (scaled to range [0..1]
for texture stage one.

Michael T. Mayers
Senior Software Engineer
Jaleco Entertainment

tweakoz
03-28-2003, 08:22 AM
I guess I should clarify a little more,

tex stage 0 = indexed texture stored as
RGBA.
R/G = tex coords for stage 1
B/A = not used (use for
something else?)

tex stage 1 = palette texture
(up to 64K [256x256]
palette entries )

Michael T. Mayers
Senior Software Engineer
Jaleco Entertainment