And quite beautiful it is too. I've ended up doubling the colour intensity again if sRGB is enabled as it tends to darken things quite a bit, but as I'm using shaders for everything that's easy enough to do.
The only thing that might cause trouble is that Direct3D specifies that sRGB scaling is not applied to the alpha channel, but I've found there are times that it's needed. I've written a transformation lookup for linear colours so right now I just pass alpha through that where required.
I know that there are bugs I have to fix, but it's also nice to have something else new and improved in each release, and this is genuinely worthwhile, rather than being gratuitous eye-candy for the sake of it.
Sunday, June 14, 2009
sRGB Support is Finished
Posted by
mhquake
at
1:46 AM
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