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 Home / 3D Theory & Graphics / Rendering...Color buffer...Need advice Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

July 29, 1999, 10:49 PM

Currently i starting to write 3d angine for 640x480x64K VESA mode (or Glide in perspective)
and i have two ways to present pixels in render color_buffer:
1. HiColor RGB_565
it permits to produce rendering without any color limitation, but too slowly (i think)
in fog and light processing.
2. Indexed color
all textures are made in one palette (256 entries for instance).
there is a palette array used for rendering:
one dimension for color (the same color as in texture)
second dimension for light level
third dimension for fog level and so on
after rendering indexes are converted in hicolor and throw to screen

i think that you are more experienced.
if you have tried one or both this ways write me about their productivity, please.
if you have your own way - it is VERY intresting to me

Thanks, Serge.
P.S. Sorry for my english.

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