slipher

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We have the problem I complained about in the ioq3 GL2 renderer too, that fogs look different depending on distance away from them. The 1/512 fake distance discussed above contributes...

Actually I no longer think the 1/512 thing was just a simple mistake, because `FogFactor` subtracts it back out. The issues can be caused by the fog texture having a...

Let's discuss new fog features. ### Configurable alpha curve Quake 3 uses an equation like `sqrt(d / distanceToOpaque)`, where `d` is the distance in fog, for determining the alpha of...

- `native_client: properly detect Linux with glibc to detect what's not` LGTM - `FileSystem: properly detect Linux with glibc to detect what's not` seems dubious. The *64 family of functions/structs...

I propose adding 2 mechanisms for defining colorspace-dependent shaders: ### 1. Stage-level enablement based on matching rendering mode Let's say we wanted to adjust the strength of the additive stage...

> I like the idea of the `colorspace` stage keyword. > > We may define that by default the colorspace is naive A default of naive for the stage-level colorspace?...

How about "blendspace"? The "space" suffix gives a hint that it is related to colorspaces. And "blend" because shaders with blending is where it makes most of the difference.

> * When the engine finds a blended stage that was calibrated with the naive pipeline, what are the operations it can do to reuse its components (images, rgb values…)...

If we are really interested in getting a bunch of maps with sRGB lightmaps out as soon as possible, it's still worth considering trying sRGB lightmaps + naive blending as...