Would this be feasible? There's many glowing bits in Duke3D that are rendered without any glow in 32-bit polymost.
The Quake engines did it (Darkplaces, MHQuake, TomazQuake) via multitexture and clever loading and blending of stripping known fullbright colors of the palette to a new texture then rendering that without shading, additively
TX at
Re: Fullbright colors?
The EDuke32 version of Polymost has done this for years.
leileilol at
TX said at
The EDuke32 version of Polymost has done this for years.
Doesn't work for me.
TX at
The fullbrights are still obscured by the map fog in EDuke32 but they are still rendered quite a bit brighter than the regular colors. The difference in most of the space maps should be pretty obvious.
Plagman at
I added support for fullbright ART rendering to the EDuke32 branch of polymost in July, 2006. It doesn't require any specific OpenGL support (as opposed to hightile glow and detail maps that are also part of polymost and use multitexturing) and I'm pretty sure it should work correctly on any GL implementation. Are you by any chance still using 1.4.0 beta 2? If so, it's an outdated version (it was actually released a couple of days before fullbright support) and you need to grab a recent development snapshot from http://wiki.eduke32.com/stuff/.