320X200X256 IN 3DS
25-Jul-95 00:52:48
Sb: #181808-320X200X256 IN 3DS
Fm: ALAN IGLESIAS 70262,1240
To: Mark Everett 100346,2314
Let me ask you, Mark, do you have an example of a 3D-rendered 320x200x8-bit
image that you consider acceptable? Could you use it to explain to me exactly
what 3DS is lacking that other programs seem to be able to accomplish in this
lower resolution and bit-depth?
As you no doubt have noticed, the lower resolution and color depth MCGA display
mode has only a quarter of the pixel definition and a fraction of the colors as
a 640x480x24-bit image. As RonL pointed out, it sometimes takes a little
planning WRT color palettes and scene creation to optimize your rendering to
look as good as possible in this display mode.
Many entertainment titles have been created with 3DS in this display mode with
quite acceptable results, although all but the real-time rendering ones (a la
Doom, etc.) seem to be going the SVGA route.
Maybe your problem is as simple as a palette adjustment or a problem during the
color-cut. Does your 320×200 image have the exact same colors as your 640×480
image? If so, and it still looks very bad to you, I'd probably need to see it
to comment further.
Good luck!
-Alan