Per-pixel Dithered Quantization
An update on my 8-bit color software renderer:
This is what 8-bit textures made with
Floyd-Steinberg dithering look like.
And this is my approach, using the same texture resolution as the above picture.
Usual dithering algorithms for creating 8-bit images works per-texel, which is bad for scaling the texels afterwards; the intended color definition gets lost.
My algorithm compiles the textures in a format that allows for per-pixel color definition at any texel scale.
And this is an
example of the texture quality I'm going to use in my game. The palette isn't final, that skybox wasn't made by me, and I'm still going to implement better support for TGAs with 8-bit alpha channels, so some things should improve.