@rygorous@mastodon.gamedev.place
Post #1489176
2026-03-30 22:17 UTC
"By default, colors are stored with 12 bits per red, green, blue and alpha component."
"Depth values are 32 bits each, and are normally required only for each subpixel sample."
On the display HW, "Color components are then dithered from 12 bits to 10 and gamma corrected using 1024x8 lookup tables." (into an 8-bit DAC to the monitor)
"Color indexes are dereferenced in a 32k-location lookup table, supporting separate color lookup tables for each of up to 40 windows on the screen"
Replies (3)
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@rygorous@mastodon.gamedev.place 2026-03-30 22:18
it's kind of amazing how at every single step of the process, they went "ehhh, we'll just throw more hardware at the problem". [Ed: to be fair, this was their absolute top-of-the-line option at the time, but still, whoa.]
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@halcy@icosahedron.website 2026-03-30 22:32
@rygorous jesus
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@TomF@mastodon.gamedev.place 2026-03-30 22:53
@rygorous I am curious about the use of indexed colour on this machine. Surely it had enough memory and bandwidth to use (at least) 24bpp true-colour for the UI?