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>> No.5158539 [View]
File: 185 KB, 640x480, Quake.gif [View same] [iqdb] [saucenao] [google]
5158539

>> No.5075846 [View]
File: 185 KB, 640x480, Quake.gif [View same] [iqdb] [saucenao] [google]
5075846

>>5075836

Yes, many N64 games depend on texture filtering.

>> No.4724494 [View]
File: 185 KB, 640x480, Quake.gif [View same] [iqdb] [saucenao] [google]
4724494

>>4723841
Quake was originally made for software, palette-based renderer. That meant that at any point in time, there could be no more than 256 different colors on the screen.

The real problem is lighting however. How do you do lighting with such color restriction in place. The simplest and most straightforward way is to have individual mini-pallettes for different colors. So, you have, like, 16/24/32, whatever, different hues of blue, from darkest to lightest. And then when the lighting level on the given texel changes for some reason, you change its color from, say, blue(5) to blue(7). And if a neighboring texel initially had a color of blue(8), you change it correspondingly to blue(10).

Anyway, going with 16/24/32 hues of different base colors means, that, considering overall 256 color restriction, you are left with no more than 16/10/8 individual base colors (each having its own hue mini-pallette). Or more like 14-15/9-10/7 if you count some one-off colors that don't need a pallette attached (they are called fullbrights).

So there you have it.

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