(2021-02-08, 1:45)Roland Melkert Wrote: Slightly off topic:
I've been thinking about supporting mapped pngs' in LDCad, meaning using the combined RGBA color space as found in the decoded png as an LDraw number.
You could then map those numbers to the LDConfig RGBA defs before sending the raw image data to OpenGL.
Only real problem is how a renderer would know when to apply this.
Possible solution would to only allow <1024 colors, and apply this translation only if all RGBA pixel (uint) values are <1024
I think it would have to be a flag in the !TEXMAP line in order to work. Also, it would make image editing difficult, as well as precluding the use of any kind of antialiasing in the texture. So, in my opinion, it's probably not worth it.