slipher

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As an example of potential problems with non-map assets in a new color space, the rifle impact dust puff is too bright and looks bad. The shader `gfx/weapons/rifle/puff` has 3...

I pushed a couple of commits to the branch [slipher/srgb-hax](https://github.com/DaemonEngine/Daemon/tree/slipher/srgb-hax) for making it easier to test: - `srgb: don't depend on loading map before or after textures` - `srgb u_LinearizeTexture...

In fact 640x480 in windowed mode *is* the fallback: https://github.com/DaemonEngine/Daemon/blob/96f06112cc28ff0561bc41c39b42758a71a637d3/src/engine/sys/sdl_glimp.cpp#L2770 (The `false` second argument means not fullscreen). Though it is not tried if the first attempt was 640x480 (via r_mode...

I guess it must be some kind of flushing problem. Either the process exits without flushing or we kill it before it can write and flush its output.

Wait a minute, did you actually open the log file? You just show the daemonded output in the OP but you're supposed to look in `/cgame.nacl_loader.log` to see this stuff.

> I think we want to put this not in the cgame.nacl_loader.log since I don't think this is enabled by default and print these types of errors to the console...

I *have* asked people to send me the loader log to debug stuff, but the truth is it has rarely been useful. For example with the Slackware bug where the...

Is there anything more we could ask of this log?

I guess the linear 1/r thing kind of makes sense since supposing srgb2linear(x) = x2.2, then srgb2linear(1/r) = 1/r2.2 which is approximately 1/r2. Maybe 1/r0.9 would be even closer. Assuming...

Can we close this in favor of #1703?