Sky & colour
How the world changes with distance.
Change the world and resolution, then roll the horizon. On the right, follow a terrain texture through the original shade and distance tables.
This is the backdrop before terrain and objects are drawn. The lower part uses the horizon colour. The sky's colour bands stay six pixels high in either original resolution.
Why no clouds?
The world files all mention clouds2, but the normal loader discards that name. The observed drawing path fills these palette bands. A separate bitmap-strip routine exists without a located caller; this viewer shows the verified backdrop.
Texture shading & distance fade
The strip shows all 256 input palette indices after this shade and fog lookup. Fullbright texture faces bypass this table. Fade begins halfway to the visibility limit and changes in discrete steps.
Distance colour ranges
These ranges recolour model ramps separately from the texture fade. Each cell shows one expanded range at the selected distance.
| Column | Palette indices | Colours |
|---|
World file data
The sky uses the original integer calculations, checked against captured framebuffers. Its six-pixel bands keep the same height at both resolutions. The texture and colour-range panels expose separate lookup operations. Research notes.