D3D version of GL_EXT_texture_color_table?
Does anyone know if there exists a Direct3D version of the OGL extension GL_EXT_texture_color_table?
To explain some more, what I want is to use texture lookups for coloring without using shaders. I'd like to create a 256 valued table (texture) where each value corresponds to a RGBA color. When I render I want to use that table to color based on values in my main texture.
Is this possible?
Is there any other way to do this without needing shaders?
Um, since I have gotten no reply and found some stuff out on my own I thought I'd include this info.
I found the palette feature of Direct3D and that pretty much seems to be what I want.
But I cannot get it to function properly. First of all, the texture format P8 is apparently not supported any longer (at least not by NVidia). Can I get palettes to work at all given this situation?
I found the palette feature of Direct3D and that pretty much seems to be what I want.
But I cannot get it to function properly. First of all, the texture format P8 is apparently not supported any longer (at least not by NVidia). Can I get palettes to work at all given this situation?
Quote:Original post by freka586
Um, since I have gotten no reply and found some stuff out on my own I thought I'd include this info.
I found the palette feature of Direct3D and that pretty much seems to be what I want.
But I cannot get it to function properly. First of all, the texture format P8 is apparently not supported any longer (at least not by NVidia). Can I get palettes to work at all given this situation?
Basically, you've found what you've looking for: The P8 format for paletted textures. The bad news is that it's not supported on any recent drivers I'm aware of - and I'm saying drivers because some cards that *did* have support for P8 dropped it with recent drivers. In general, don't rely on P8 at all.
The only way I know to do what you want is to do texture lookups in shaders, which isn't the same as using palettes, but is close.
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