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Quake 1: r_softwarebanding breaks player model colors

Open Xylemon opened this issue 2 years ago • 1 comments

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.

Xylemon avatar Nov 26 '22 22:11 Xylemon

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.

eukara avatar Nov 27 '22 03:11 eukara