@cmuratori @handmade_hero also, in the blending it's not taking gamma into account - am I missing something or simply doesn't matter?
-
-
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@egonelbre Do you think it is a compute or a storage/precision issue? Could approximate, e.g. gamma=23 replies 0 retweets 0 likes -
Replying to @won3d
@won3d@cmuratori I think it's simply the effort required to get all pieces right. I usually just create a LUT for gamma transform.1 reply 0 retweets 0 likes -
Replying to @egonelbre
@won3d@cmuratori I.e. it's easier to simply ignore gamma and hope for the best.1 reply 0 retweets 0 likes
@egonelbre @won3d (It's no harder to get the pieces right in software, IMO, if you don't care about speed :P)
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.