What bothers me is that in 256 color mode, you have to map colors to existing palette which
makes shading look very ugly in some cases, which is a pity as I've seen it being used
in lots of cool mods.
So i decided to try to use 16 or 32-bit screenBuffer instead. There're still many problems,
especially palette fades and so on. If time permits and if I find a solution I will upload
the modified source somewhere. The rgb solution would allow to shade textures with animated
palette (with some extra work of course) and i believe it would allow for new cool effects.
Of course the drawback is extra memory and some performance penalty
but Wolf4SDL is not intended for DOS anyway.
original (8bpp, palette):
I chose a bad area (and JPEG did its job - not my fault, the images i uploaded were jpegs with quality 100)
but you sure noticed for example colorful textures going gray etc.
So what do you think? Please let me know if something like that has been attempted before.
I don't have much free time for this so no need to reinvent the wheel (btw. has someone tried mipmapping yet?)