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I'm working on Fonts, Windows and other elements and met some sort of trouble.
All interface elements stored in 4bpp tim... there are more than 10 palettes there. If I render texture with direct colors it will be more than 10 200kbytes textures that are permanently loaded... I think this is too much.

Did someone work with indexed textures in opengl? How can I set palettes, load texture and change palette during render?

Avoid palettes if you can; a good deal of modern cards can NOT use paletted textures, even some top of the line ones. Convert them to another form instead. This is why some people have to use the ATI patch.

Alternatively, you could try GLText to render true type fonts.


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