How paletted texturing usually looks, expect some vibrant colors to be banded. DOSBox 3dfx-supporting build with Kekko's software driver and 3dfx Voodoo Graphics drivers Some drivers do actually freak out - so far, don't try native paletted textures on: There are some unfinished things like paletted mips (right now they're simply resized without resampling) and bugs like some walls appearing pink, I really should get some alpha detection methods in there to force the channel off for some of them. r_picmip 0 is playable 😀 I have not yet tested it on any other Voodoo card. I've only tested this on a 3dfx Voodoo2, and testing was definitely successful. r_ext_paletted_texture must also be 1 if you want to use the extension provided by your card.
If you use something that’s older, it may. Since games tend to update automatically, you’re going to have to keep an eye on where you get aimbots so you can get the latest version for the game you’re playing.
Edited source files included.īecause of those two benchmark threads, i've decided to get this out sooner. A good aimbot is going to work with your games, but it may not work properly if you don’t have the latest version of the aimbot. Here's an edited Q3A with paletted texture support, among other minor things (forcing nearest in software GL, hor+ widescreen, etc).