Norbert Irmer < norbert.irmer at heim9.tu-clausthal.de > wrote: > I think it would do no harm to allow the number of colors to be > unlimited, > > Since you can setup a true color palette even on a 8 bit display, for > example > by using 3 bits for red, 3 bits for green, and 2 bits for blue. > > (I did this a few years ago when using a self written opengl renderer on > an old > sun workstation with 8 bit display, and the results were quite > acceptable) > > Then the game would still still be playable on old 8 bit displays, and > the > artists have any freedom they want. Norbert, Every freedom brings its own set of restrictions (;-). I worked with a local graphics company a few years back when reasonably- priced 8-bit color was a relatively new thing: I contributed some technical expertise, and they knew "what looked good". It was a definite "learning experience" (;-). If one's normal working environment is "lotsa colors" (e.g. 24-bit, 8:8:8 color) it can be extremely difficult to create _good_ 256 color or 3:3:2 color images. It's all to easy to create a stunning 8:8:8 color image whose impact turns around the use of subtle shadings; when these are converted ("butchered") to fit a palette (or the fixed palette of 3:3:2 color) those shadings are often lost. What was an amazing 8:8:8 red robe becomes a blob with perhaps two shades of red. For what you're suggesting, you'd have to view your images in both modes, then go back and tweak the high-color images, and repeat this process until _both_ sets looked good. The graphics people usually found it was a lot less work to create their images in 256-color or 3:3:2 color mode to start with. Frank McKenney, McKenney Associates Richmond, Virginia / (804) 320-4887 E-mail: frank_mckenney at mindspring.com