Quick 'simulation' of pushing GL or SDL buffer through a palette lookup table before swap in dirty attempt to create a software-rendered 8-bit look from a hardware engine. Results are mixed, but not really that software look.
Low-fog areas are not too bad:
Thick subtle fog color is badly banded. Dithering would probably help:
palettize test
- func_qbism
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palettize test
Welcome to Rivendale, Mister Anderson.