slipher
slipher
> * **3D** texture: three-dimensional images: skyboxes, etc. Cubemaps, such as skyboxes are "3D textures" in OpenGL's terms with the APIs we currently use, but they are not truly 3D...
Since we are discussing terminology, "sRGB lightmaps" is a very bad term. It sounds like it should refer to the storage format of the lightmap files, but it seems that...
I'm not too sure what a "render space" should mean. I would rather talk about naive vs. linear rendering pipelines, sRGB vs. linear frame buffers, and naive vs. linear blending....
My latest proposal for naming the renderer mode is "blendspace". Naive blendspace, used with legacy maps, implies sRGB color buffer and naive blending. Linear blendspace, used with sRGB-aware maps, implies...
Which settings should be calibrated exactly? We now recommend avoiding `r_gamma` since it is uglier than alternative methods of controlling the brightness.
Well we're thinking a different exposure may be needed per map, so I don't know what setting we could use to calibrate the display in general.
> Because the main menu and the escape menu work fine, I think chances are this is an Unvanquished cgame bug and not an engine bug. You can test this....
Can this be closed as a duplicate of #3436?
Before this is implemented, users might be able to use the OS's DPI scaling as a workaround. For example set desktop scaling to 200%; then, for Wayland, run with `SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY=0`...
> possibly another option like `r_scale2DAsWell` (I dislike that name too) for also scaling down the UI for low end hardware. You said the main motivation for that would be...