On Tue, Apr 14, 2009 at 7:51 AM, Greg Ewing <[email protected]>wrote:

>
> Trixie wrote:
>
> > I have sprites that are 8 bit (256 colors). I'd like to be able to
> > swap color palettes on the fly, much like many classic arcade and home
> > console games did.
>
> This seems to be sort-of supported. According to the
> red book:
>
> "...you can specify a texture with a GL_COLOR_INDEX image. In
> that case, pixel-transfer operations are applied to convert the
> indices to RGBA values by table lookup before they're used to
> form the texture image." [Red book, 4th ed., p. 372]
>
> However, it appears that the transformation is performed
> when you load the texture (using glTexImage2d), not at
> rendering time.
>

Loading indexed-colour textures ought to be ok, since they will be
transformed to floating-point when they are loaded, but be warned that
actually rendering in indexed-colour causes software fallback on many (if
not all) modern graphics cards, which is a big performance hit.
-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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