I was just wondering if anyone knew anything about using paletized textures in OpenGL? I am writing a simple Half-Life texture wad viewer and the file format uses paletized textures (archaic isn’t it?). From what I understand is that 256 colors (the palet) are defined and the texture is merely a list of indices to those 256 colors. If so I could see loading the texture and replacing all of the indices with the actual colors. Is this the best way to proceed or does OpenGL have some sort of support for paletized textures? I am going to go look for some sort of tutorial or demo now. I think I will also look into the Quake source code (it used a very similar .wad format with paletized textures).