slipher

Results 1111 comments of slipher

> Now fixed, there was a source beautifier stripping `\r`, now that we not only embed GLSL files, we better drop that. Don't drop it. Add an option to specify...

Hmm, in #71 you said we "don't have to think about some generic dpk embedding mechanism", but it looks like you have implemented precisely that. I was thinking we would...

I am against adding a third type of pak `PAK_BUILTIN`. This means we have to deal with a third type of pak anywhere that does pak handling (that includes gamelogic)....

In what scenario is the code intended to be used? For example rendering legacy maps in linear blendspace? Rendering new game models in naive blendspace?

1. How will this compatibility mode be controlled? A worldspawn option to turn it on for all map surfaces? But then what if texture packs used by the map have...

It seems wrong to enable compatibility heuristics by default. This means that a mapper starting a new map from scratch will be burdened by compatibility cruft, unless they know about...

> Unless newly made shaders use a special syntax that never rely on heuristics. My idea was that the historical `blendFunc` function would do heuristics, and newly assets would use...

So we need a way to make an image brighter. The solution proposed here is to load the image with deliberately wrong colorspace management. That works, but it has the...

Or perhaps a gamma curve type adjustment like sRGB conversions would indeed be better than simple multiplication, but it would be nice to have an adjustable exponent. Let the user...

> That would be too much complex. This would require specific GLSL code, specific rgbGen color conversion functions with extra tests, etc. Yeah, the multiplying by a constant idea that...