@cmuratori @handmade_hero also, in the blending it's not taking gamma into account - am I missing something or simply doesn't matter?
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Replying to @egonelbre
@egonelbre@handmade_hero We haven't gotten to gamma yet. Chances are we won't do gamma in the software pipeline, though - only hardware.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@egonelbre But, it depends on how it falls out. In AVX we could probably do gamma but in SSE, I think it'd be tough :/1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre Maybe that won't turn out to be the case though.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre That said, even hardware technically does gamma wrong in premultiplied alpha :/1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre At least as far as I understand it. I'm not exactly the world's leading gamma expert :)2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Sounds good... anyways, even if it won't be implemented, it's probably worth mentioning gamma issues on the stream.1 reply 0 retweets 0 likes -
Replying to @egonelbre
@egonelbre When we do the renderer, we'll talk about how gamma gets handled everywhere, but we might not actually handle it everywhere :)1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre 2D games can often get by without handling gamma at all, although sometimes it matters (starfields, for example).2 replies 0 retweets 0 likes
@egonelbre 3D photorealistic rendering (or at least realistically lit) games are where it really matters a lot.
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