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Quake 1: r_softwarebanding breaks player model colors
https://sourceforge.net/p/fteqw/tickets/129/
@Xylemon wrote on 2022-03-02:
The r_softwarebanding cvar currently breaks any player colors being applied in defaultskin.glsl - this seems to be some error during the colormap lookup inside the GLSL.
Currently r_softwarebanding only works on paletted images that share the Quake palette.
Since player skins are using a different image format internally (to deal with a wider range of player colors than NQ/QW allows) it all falls apart.
The way it's currently handled just isn't very good, maybe the fps_preset soft
shouldn't even bother enabling r_softwarebanding, or we change the way we force palette colors inside the GLSL.
@Shpoike no doubt has his own thoughts on the matter.