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All issues with raw 8-bit color PCX skyboxes were fixed:

  • Wrong texture coordinate offsets;
  • Bad palette remapping;
  • Edge color bleeding due to dithering wraparound.

The color bleeding was fixed by expanding the texture mapping in half texel to each direction. This way, the fast bitmasking used to clamp texel coordinates can still be used, with no need to pad the skybox textures.

FWQ recompiling of 24-bit TGA skyboxes is crashing the engine, I'll try fixing it this week.

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