No it wouldn't. That's the exact reason I used the greyscale colormap example; a standard tint wouldn't have the same effect. You'd just get washed-out grey mush.Comparing the way software does colourmapping to the way current OpenGL does it is a completely pointless and silly thing to do, considering OpenGL does currently do it completely wrong. If it was doing it correctly it would give very similar results without the limitation of the palette.
Do you want the game to run even worse than it already does? MD2s being rendered by the CPU would laaaaaaaaaag.Why couldn't you *add* MD2 models to software?
And that's cool. As we've said before, the game is open source, and the shaders will be customizable even without an EXE mod. Anyone who wants it is free to write a true color shader and put it in Releases so that the others who want it can get it, like how graphics mods work in any other community.If this *is* implemented in SRB2, someone could just make their own fork without it.
However, the officially supported option that we will give to everyone who installs the game by default is going to be the option that matches our intended visual style, which is a limited palette and aesthetic designed to mimic early 90s platformers. This limitation is an aesthetic choice, and we're not going to supply another option off the bat that conflicts with that. You'll be able to add it if you want it, though; the vanilla game will have facilities to allow that, or any other setup you might want. Wanna write a shader that renders the game entirely in textual selections from 50 Shades of Gray? As much as I detest your choice in literature, you'll be able to do that. And like it or not, true color, being a conflict with our intended visual, is a mod in a similar vein to that.
Why doesn't Mega Man 9 have true-color support?
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