// myFormat is a parameter for the loading function, determined by
switch (ShadeTable.size) {
glTexImage2D(
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From that point on, once before each frame computation, it is sufficient to quickly change just the palette of the texture: the right remapping will be done by the hardware renderer. Note that glColorTableEXT is a pointer that is filled when detecting hardware capabilities.
// ShadeTable.size must be a power of 2.
(*glColorTableEXT)(
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