After spending the past two weeks dealing with color (tonemapping, gamma correction, blending, interpolation, etc) this is the conclusion I have come to.pic.twitter.com/ScuUGliPDe
Voit lisätä twiitteihisi sijainnin, esimerkiksi kaupungin tai tarkemman paikan, verkosta ja kolmannen osapuolen sovellusten kautta. Halutessasi voit poistaa twiittisi sijaintihistorian myöhemmin. Lue lisää
Premultiplied Alpha: I'm still wrestling with all the implications of this and what it means for rules in an art asset pipeline. http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/ …
Physically Based Rendering is hard to get right. Two very useful resources: 1. Filament: https://google.github.io/filament/Filament.md.html … 2. glTF-Sample-Viewer. Kinda a ref implementation for glTF. https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/master/src/shaders …
For the glTF-Sample-Viewer, bear in mind that it is for webgl, and doesn't support sRGB formats. So it gets sRGB "wrong", but it's the best it can do given the tech. In OpenGL/Vulkan, you should use sRGB formats and not do sRGBToLinear() conversion in the shader.
More Tonemapping: Here is a desmos graph comparing some common tonemap ops. https://www.desmos.com/calculator/8rjrop48io … Additional tonemapping resources referenced in the above link.
Always check what color space and transfer function ("gamma") user data you working.
After that decide should you convert to sRGB linear or any other color space and gamma to your computations.
Or experienced users will be crazy about coder who assume input on moon phase 
woah
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.