Solution to posterized Impact texture

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Dwight Meglan (dwight++at++ht.com)
Thu, 15 Feb 1996 15:00:31 -0400


Thanks for the all the replies to my previous question about the High
Impact posterizing our texture. We managed to get around it by converting
the offending texture (gray scale of an x-ray) from rgb to a single
component i8_a8 texture (which didn't work) then to a i12_a4 which loads
and looks good. It appears that something in the dwb loader treats the two
differently-- the i8_a8 gets scrambled while the i12_a4 looks quite nice.

--dwight


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