Reasons for going 32 bits per pixel
- Being able to specify automap colours exactly as RGB triples instead of palette indices. PWADs with replacement PLAYPAL lumps can no longer make your automap unreadable.
- Seeing how the water flats in Epic2 quickly degrade from light blue gradients to grey with sharp, dark blue lines under low light conditions - this is best observed at the start of map28.
Must give credit Odamex's rend32 mode for the idea of actually doing something interesting with a 32bpp renderer (as opposed to PrBoom's which doesn't do much besides emulate the original renderer with its lookup tables of palette indices for depth fading). However as usual seeing something else and thinking "oh I like that, I wish rboom did that" wasn't enough - it seems I have to actually be annoyed by something to muster up the will to fix it.
I hope to be able to start playing maps again soon...