If it makes you feel any better, I bought a 3DFx card so my *nephew* could play Q2...
58+1336+35852+85811+8+885+2104+436+675+2035+16=129 216
100/(830969/129216)=15.5500385694
~16% by Ian Romanick
And Marball Odyssey which coming to Linux use GL_EXT_paletted_texture/GL_OES_compressed_paletted_texture.
Just six months ago:
http://lists.freedesktop.org/archive...ch/005713.htmlI have no objection to removing this feature (and those drivers).
Last edited by dungeon; 08-27-2011 at 09:30 PM.
Modern GPUs do not support GL_EXT_paletted_texture in hardware. In fact no AMD GPU has ever supported this feature, no Nvidia GPU since the 6x00 series and no Intel IGP.
This feature would have to be emulated in shaders, which is both inefficient and stupid, considering (a) that noone should be using 8bit textures in 2011, (b) the workaround is trivial (convert to 16bit or 32bit textures on load), (c) that the amount of work necessary for this feature is ridiculous and (d) that the manpower is as limited as it is.
Do you really propose adding obsolete GL 1.1 features instead of working towards GL 3.0?
I hope the developer has added a workaround, because paletted textures are not supported in 95% of the desktop cards in circulation right now.
I thought it was supported on the mobile ones? It's a pretty good way to reduce texture sizes in vram.
It's quite possible that some mobile GPUs may support the OES version of the extension (which is quite different than the old desktop one) but I don't know how universal that support is.
Note that regular texture compression can net you larger gains than 8bpp textures and with much higher color depths to boot (i.e. s3tc compresses 24bpp images down to 4bpp). Alternatively, you can emulate paletted textures in shaders and enjoy much higher flexibility than driver emulation: maybe your sprites only need 4bpp? Or 10bpp? Translucency? Shaders can do all that.