Hleb Valoshka
Hleb Valoshka
> https://beltoforion.de/en/spiral_galaxy_renderer/ this looks good and it has code implementation. this is was i was thinking about
I'm not satisfied with the current results of self shadowing so I'd prefer to keep this value "secret". You can provide any 2**n value here, the bigger it the bigger...
Mipmap dimensions are always > 0. E.g. if you texture is 16x4, the your mipmaps are 8x2, 4x1, 2x1 and 1x1.
Wiki here is for internal conversation and decision making so there is no need to move it to wikibooks.
Celestia-Sci implementation: http://forum.celestialmatters.org/viewtopic.php?f=11&t=715
Modern hardware supports hardware gamma correction, so we can enable it easily. For older ones we can use fallback code in shaders. Or more likely we can use correction in...
@Askaniy aren't bodies to bright?
@Askaniy, what about this one? Here the diffuse texture is converted from sRGB to linear and then final pixels are converted back to sRGB. 
This will be quite a nonstandard approach. Usual approach is (as I can tell from GL tutorials): 1) load textures in sRGB format and convert them to linear colospace, in...
downside of shader based gamma correction - incorrect blending. it should be performed in linear space for proper results. with hw assisted sRGB pixels read from a framebuffer are converted...