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palette emolution?  "Blood fresh supply colors?"

User is offline   Devon 

  • 11

#1

Hi!

I just wanted to ask why does Fresh blood supply look so different to any other source port or recreation?

If i remember it correctly the original Dos version looked alot like fresh blood supply when it comes to the lights and colors.
I might be wrong though.

Is BloodGDX going to replicate the colors and lights in the future?
0

User is online   Phredreeke 

  • 418

#2

It's because the original game used lookup tables for shading (because it was faster than multiplication) while BuildGDX's renderer uses multiplicative shading.

I believe it is something M210 is looking to implement in his new renderer.
0

User is offline   TerminX 

  • el fundador
  • 5,599

  #3

NBlood has the original coloring as well, with even more accuracy than FS.

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Join us in #eduke32 on irc.freenode.net!
4

User is offline   m210 

  • 541

#4

View PostPhredreeke, on 21 May 2019 - 04:44 AM, said:

It's because the original game used lookup tables for shading (because it was faster than multiplication) while BuildGDX's renderer uses multiplicative shading.

It's faster on CPU. But my and Nblood's shader implement is slower, because it have to handle each pixel separately. BloodGdx will have palette emulation as fast as I complete it

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BuildGDX

This post has been edited by m210: 21 May 2019 - 07:29 PM

3

User is offline   gordon81 

  • 2

#5

View Postm210, on 21 May 2019 - 07:26 PM, said:

It's faster on CPU. But my and Nblood's shader implement is slower, because it have to handle each pixel separately. BloodGdx will have palette emulation as fast as I complete it


Great, your project is the most accurate blood experience.
1

User is offline   Devon 

  • 11

#6

View Postm210, on 21 May 2019 - 07:26 PM, said:

It's faster on CPU. But my and Nblood's shader implement is slower, because it have to handle each pixel separately. BloodGdx will have palette emulation as fast as I complete it



Thanks!
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