Search found 687 matches

by illwieckz
Fri Jul 14, 2023 1:55 am UTC
Forum: General Discussion
Topic: Please delete my accounts.
Replies: 7
Views: 11923

Please delete my accounts.

freem wrote:

Please delete my accounts.

I'll answer to this in the next week-end, as I will not be available until then.

Edit: Done.

by illwieckz
Mon May 01, 2023 8:39 pm UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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.

by illwieckz
Mon May 01, 2023 7:56 pm UTC
Forum: Map Releases
Topic: Tremulous Classic community map pack
Replies: 11
Views: 56555

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 ...
by illwieckz
Mon May 01, 2023 6:31 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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...
by illwieckz
Sun Apr 30, 2023 6:38 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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...
by illwieckz
Sun Apr 30, 2023 6:24 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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...
by illwieckz
Sun Apr 30, 2023 12:49 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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 ...
by illwieckz
Sun Apr 30, 2023 12:44 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 23469

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...
by illwieckz
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: 29213

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.

by illwieckz
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: 29213

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...