by Enjay » Sat Jul 13, 2013 5:42 pm
Just moving the description of the actual (suspected) bug to the new page.
Enjay wrote:...The bug is not that translations are messed up.
The real bug (as far as I'm concerned) is that ZDoom is incorrectly converting a colour in a true colour image when it is fitting it to the Doom palette. If a true colour image contains an area that is R11, G23, B7 (ie exactly the same colour as palette entry 127) when ZDoom converts the graphic to the Doom palette, it converts this area to R15, G23, B0 (palette entry 12).
...surely if an area in a true colour image is an exact match for one of the palette entries, that's what it should be mapped to when the graphic is shown in the game palette? I also think that it is reasonable for modders to expect that behaviour.
albiongeck wrote:Perhaps there could a be settings entry for a more accurate lookup with increased performance hit?
I don't know how expensive this would be processor-wise but perhaps if it is just for a handful of palette entries, then they could specifically be checked for. e.g. as far as I know, R11, G23, B7 is the only colour in the Doom palette that shows this problem (though I haven't checked thoroughly). Perhaps an "is the colour R11, G23, B7, if so map to 127, if not do the 15-bit lookup instead" check might not be too problematic? For all I know, a similar check for all the 256 colours in the palette may not be too expensive. Perhaps an "is this pixel one of the following 256 colours" check before the 15-bit lookup might be suitable?
Just moving the description of the actual (suspected) bug to the new page.
[quote="Enjay"]...The bug is not that translations are messed up.
The real bug (as far as I'm concerned) is that ZDoom is incorrectly converting a colour in a true colour image when it is fitting it to the Doom palette. If a true colour image contains an area that is R11, G23, B7 (ie exactly the same colour as palette entry 127) when ZDoom converts the graphic to the Doom palette, it converts this area to R15, G23, B0 (palette entry 12).
...surely if an area in a true colour image is an exact match for one of the palette entries, that's what it should be mapped to when the graphic is shown in the game palette? I also think that it is reasonable for modders to expect that behaviour.[/quote]
[quote="albiongeck"]Perhaps there could a be settings entry for a more accurate lookup with increased performance hit?[/quote]
I don't know how expensive this would be processor-wise but perhaps if it is just for a handful of palette entries, then they could specifically be checked for. e.g. as far as I know, R11, G23, B7 is the only colour in the Doom palette that shows this problem (though I haven't checked thoroughly). Perhaps an "is the colour R11, G23, B7, if so map to 127, if not do the 15-bit lookup instead" check might not be too problematic? For all I know, a similar check for all the 256 colours in the palette may not be too expensive. Perhaps an "is this pixel one of the following 256 colours" check before the 15-bit lookup might be suitable?