by leileilol » Sun Feb 27, 2011 12:41 am
A color index how? It's already using a RGB->8 lookup table, unless you mean you just want that reduced somehow without any luminance, to speed up the process?
andrewj did dithering once (ended up looking ugly in 320x200 though), and i was contemplating to do actual 15-bit/32-bit screen output at one point (in DOS using VESA as well), but the evident lack of ASM...yeah that's gonna be a problem to make the effort not so worth it. I don't have much interest to make a slow engine. It'll end up looking like Half-Life but running at half the speed.
I even tried attacking Harekiet (dosbox asm genius) to no avail
I haven't worked on engoo lately as I have to re-setup my compiling environment. Only got the DOS DJGPP part working.
the last changes i did since was to fix a little palette problem in fullscreen NT systems. I learned the hard way - don't ever use color index 0 and 255 on NT, though i think a better way would be to make a 32-bit only NT platform target using mh vid_win since MGL on NT/2000/XP/Vista/7 is like playing with matches (especially in 7 where Aero brutally stabs the Quake palette to death). The MGL version would remain as a still supported Win9x platform target
I was also messing about dynamic lights, trying to figure out the approach to have another speed option, also to no avail... but by trial and error i did manage to do Unreal-style animated fire dynamic lights, though I have no idea how to implement that for use yet.
one feature that'd still be nice to have is window stretching though, you know like zdoom - just clicking maximize on a 320x240 window to get that 320x240 pixelage to cover the whole screen.
I'm also thinking of merging the WattCP network stuff into it to get online play working under dos, and I was also thinking of forking ZQuake to handle the Quakeworld portion of it (or at least, writing an awesome .patch to send to topaz)
I can't ever get model interpolation to work properly, BTW. Tried the mh QER port and the ToChriS method and both lead me to fatal errors.