Search found 684 matches
- Mon May 01, 2023 6:31 am UTC
- Forum: General Discussion
- Topic: What r_gamma value do you use?
- Replies: 13
- Views: 20103
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: 20103
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: 20103
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: 20103
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: 20103
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...
- Sat Apr 22, 2023 11:11 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 13
- Views: 25055
Re: gameplay: to hard-code or to not hard-code, that is the question
That doesn't tell the cvar type neither the cvar description.
And one would still need a lot of boilerplate code to declare all cvars in c++ code.
- Sat Apr 22, 2023 8:28 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 13
- Views: 25055
Re: gameplay: to hard-code or to not hard-code, that is the question
There would be only one default value, the one from config file; there would be no define and no declaration in code. So, let's give a better example than my previous one: void main() { // iterates all config files in all dpks loadEveryConfig(); func1() } void func1() { // makes a loudy error if tha...
- Sat Apr 22, 2023 8:11 pm UTC
- Forum: General Discussion
- Topic: gameplay: to hard-code or to not hard-code, that is the question
- Replies: 13
- Views: 25055
Re: gameplay: to hard-code or to not hard-code, that is the question
From a code maintainer perspective, I really hate config files. When I encounter a variable that comes from a config file it's a big speed bump because I have to figure out which pak the config file is, what the config file name is, open the zip file in a file browser and open the file just to see ...
- Fri Apr 21, 2023 5:55 am UTC
- Forum: Map Releases
- Topic: Tremulous Classic community map pack
- Replies: 11
- Views: 53464
Re: Tremulous Classic community map pack
⚠️ Update ⚠️ So, I finally released my updates on Tremulous packages, including the res-tremulous one and the Tremulous stock maps. Downloads: github.com/InterstellarOasis/InterstellarOasis/releases/tag/v20230421 I will probably miss a lot of what was done but: About res-tremulous : I fixed some mi...
- Mon Apr 17, 2023 9:05 pm UTC
- Forum: Level Design
- Topic: TremGen: the random map generator
- Replies: 2
- Views: 28566
Re: TremGen: the random map generator
After some talks about TremGen on the chat (thanks Amelith!), I did some updates on TremGen (see the TremGen repository ). I fixed the build again; I updated the readme with more links to old historical stuff like archived blog posts; I updated the readme with more explanations on how to do this or ...