32/24Bit Color Depth!
Moderator: GZDoom Developers
-
Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
32/24Bit Color Depth!
Every once in a while when working on a doom map I get to some frontiers concerning lights and stuff, especially fading, colored lighting and things like that... TNT4 would look so much better with 24/32Bit colors and I could add so many more light effects and interesting stuff, if I wouldn't be forged to work with just 8Bit
(
-
Siggi
- Posts: 3288
- Joined: Sun Oct 03, 2004 8:57 am
- Preferred Pronouns: They/Them
- Location: South Africa
I've been thinking about this.
If Zdoom were to be given 32bit colour - instead of making all the textures 32bit keep them all 8bit, but each with their own unique pallete. Then you would be able to have multiple palletes for a single object (mosnter or item or something) for when you want to simply change the colours around instead of having to create a whole new set of textures.
There is also the added benefit of having improved fog and sector coloured lighting.
If Zdoom were to be given 32bit colour - instead of making all the textures 32bit keep them all 8bit, but each with their own unique pallete. Then you would be able to have multiple palletes for a single object (mosnter or item or something) for when you want to simply change the colours around instead of having to create a whole new set of textures.
There is also the added benefit of having improved fog and sector coloured lighting.
-
Medricel
- Posts: 1138
- Joined: Sat Nov 20, 2004 9:47 am
-
Chris
- Posts: 2993
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
-
BouncyTEM
- Posts: 3823
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
-
QBasicer
- Posts: 766
- Joined: Tue Sep 16, 2003 3:03 pm
I think this is a bad idea, because then the engine has to match colours for everything, keeping it very messy and slow(er).Psycho Siggi wrote:I've been thinking about this.
If Zdoom were to be given 32bit colour - instead of making all the textures 32bit keep them all 8bit, but each with their own unique pallete.
So it's doing 8bit-32bit-screen
Basically, if the engine sees (0,0,0) (RGB), then it looks at spot 0 on the pallete. If it sees (127,127,127), it looks at spot 127 on the pallete, and has to look at every pixel and colour each pixel. Unless this was done at startup, it would very extremely slow. (I guess ASM could speed it up though).
Unless there's a trick I don't know about.
-
wildweasel
- Posts: 21705
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
While this may potentially make porting to Mac OS a little harder, I think it's worth the pain, because I'm sick of seeing a perfectly good graphic look like crap because of an 8-bit color ramp or shoddy translucency table.Chris wrote:Though with proper MMX optimizations, 32-bit can be faster than 15/16-bit.
-
wildweasel
- Posts: 21705
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
-
QBasicer
- Posts: 766
- Joined: Tue Sep 16, 2003 3:03 pm
-
Xaser
-

- Posts: 10774
- Joined: Sun Jul 20, 2003 12:15 pm
-
QBasicer
- Posts: 766
- Joined: Tue Sep 16, 2003 3:03 pm
OpenGL has a lot of features, but if everybody uses the Stock ZDoom, maps might not look good...
For example, does ZDoomGL support 32bit textures? If it doesn't it could be easy, but that woul dmean only some wads would work in GL.
Unless there was somethign to tell ZDoomGL what textures to use (32bit ones)
For example, does ZDoomGL support 32bit textures? If it doesn't it could be easy, but that woul dmean only some wads would work in GL.
Unless there was somethign to tell ZDoomGL what textures to use (32bit ones)
-
Chris
- Posts: 2993
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support