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Search found 644 matches
- Tue Sep 26, 2023 4:53 am UTC
- Forum: General Discussion
- Topic: Re: Please delete my accounts.
- Replies: 5
- Views: 797
- Tue Sep 26, 2023 1:13 am UTC
- Forum: General Discussion
- Topic: Re: Please delete my accounts.
- Replies: 5
- Views: 797
- Fri Jul 14, 2023 1:55 am UTC
- Forum: General Discussion
- Topic: Re: Please delete my accounts.
- Replies: 5
- Views: 797
Re: Please delete my accounts.
Edit: this answered to a request that is now fulfilled.
I'll answer to this in the next week-end, as I will not be available until then.
- Mon May 01, 2023 8:39 pm UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
Yeah, that goodness comes from non-short light falloff and intense light bouncing. At least if the light blending is not physically correct, the light diffusion in space is more physically correct.
See Please compile your maps without -fast but with -fastbounce thread for details about this.
- Mon May 01, 2023 7:56 pm UTC
- Forum: Map Releases
- Topic: Tremulous Classic community map pack
- Replies: 11
- Views: 41337
Re: Tremulous Classic community map pack
⚠️ Update ⚠️ Some updates on Tremulous packages. Downloads: github.com/InterstellarOasis/InterstellarOasis/releases/tag/v20230501 res-tremulous : Some materials were updated, especially a non-solid one being copied as solid to be used by Tremor. map-tremor : Replace a non-solid grate material by a ...
- Mon May 01, 2023 6:31 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
I guess there might be a problem with intermediate framebuffers. I assume all framebuffers have 8-bit position. The actual calculations in GLSL are floating-point so we should be fine, but stuff goes in and out of different framebuffers a number of times before going to the final output buffer. Yes...
- Sun Apr 30, 2023 6:38 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
My work-in-progress branch is there: github.com/DaemonEngine/Daemon/tree/illwieckz/light Right now I do sRGB (from and to) conversions in GLSL because it's easier to do prototyping this way. There exists some OpenGL sRGB framebuffer/image format but then the implementation requires to understand how...
- Sun Apr 30, 2023 6:24 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
Yeah, basically we should linearize textures in input, do all computations, the delinearize in output. Problem? It adds a lot of color banding because we convert 8bits images and 8bits is only good for displaying images, not really to transform them. I have a branch that does that (with correct sRGB...
- Sun Apr 30, 2023 12:49 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
Note that what I say about broken computation is not specific to idtech3, even not specific to gaming. The web is broken too. Image editors may also be broken. For example one can read this interesting article: blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma We can read those ...
- Sun Apr 30, 2023 12:44 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 9316
Re: What r_gamma value do you use?
Well, in fact in a perfect world r_gamma should always be 1 . But we don't live in a perfect world and all idtech3 engines and content since 20 years uses broken light computation. Well, almost all games had broken lighting computation since for 20 or 30 years. Actually the motivation of my question...