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AlevamLtd You should ask them. Afaik GLQuake didn't support fullbrights precisely for the reason I mentioned above. It can be done only in software rasterizers (which original Quake engine was). The whole concept of fullbright colors is tied with indexed display modes. It makes no sense in full RGBA mode modern GPUs operate in. Quakespasm may be doing some tricks or conversions but I'd say it's not worth the effort if you don't need to be compatible with original Quake asset formats. The effect itself (and better) can and should be done with emission textures or masks. In fact having a part of indexed palette reserved for incandescent colors is a primitive version of an emission texture.
If your texture assets use indexed color you'll need to convert them into RGBA anyway if you intend to use them with Godot. While doing so it wouldn't be hard to generate a mask for fullbright pixels as well.