Talk:Petit Computer 3/@comment-15296152-20140716205141/@comment-15296152-20140718073643

Yes, textures are in hardware, and a game like Shovel Knight (which is available on 3DS) uses the 3D hardware to draw everything, and uses textures not just for displaying backgrounds and sprites, but as a method for palettes as if they were graphic cels like for tiles and sprites. If PTC3 uses the 3D hardware instead of 2D hardware (PTC2 used the 2D hardware), then the tiles and sprites will be made up of polygons (quads and meshes actually), and assigning a graphic cel (like a character for sprites) would use texture coordinates for mapping that graphic cel onto it. For "paletted graphics". it would be a matter of using 2 textures (or technically one as all these graphic cels will be placed on the same texture), having a section used as an index cel (think of gray-scale graphics), and the other be the palette that the index cel will utilize. Using a pixel shader (they are fixed on the 3DS, so they won't need to program it themselves), it would map the appropriate color from the "palette texture" onto the quad, based on the index it received from the index graphic cel.

It sounds fine in my head, but perhaps I'm just not good at explaining it.