Re: What r_gamma value do you use?
1.87
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
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1.87
killing time wrote: ↑Sun Apr 30, 2023 6:36 am UTCI 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
So we would need to do the transformations every time stuff goes in or out of a framebuffer to preserve our precious precision.
But if we do OpenGL Blending framebuffers have to contain the linear values.
Edit:
It looks like we don't call glBlendFuncSeparate
neither require ARB_draw_buffers_blend
, in fact our engine supports hardware that are way older than that, so maybe we don't do OpenGL blending. If we do everything in GLSL I wonder if we can write the code in a way all GLSL fp is in sRGB in input and output…
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.
I do not use a fixed value. Instead, I use this:
Code: Select all
bind n "math r_gamma * 1.05"
bind m "math r_gamma / 1.05"
Well, I actually use the same button and modcase it, but you get the idea.