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?
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?
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
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