This would still allow for the palette mix and match system in place to function, but the lookups would happen with a single contiguous texture. Although probably negligible with the other bottlenecks that currently exist, it would eradicate the overhead of binding different palette textures multiple times per frame. The shader would simply need to be given access to the palette indices that are currently used exclusively in the C++ code.
This would still allow for the palette mix and match system in place to function, but the lookups would happen with a single contiguous texture. Although probably negligible with the other bottlenecks that currently exist, it would eradicate the overhead of binding different palette textures multiple times per frame. The shader would simply need to be given access to the palette indices that are currently used exclusively in the C++ code.