aboutsummaryrefslogtreecommitdiff
path: root/fonts/mono_dejavu_sans_200.png
diff options
context:
space:
mode:
authorAuke Kok <sofar@foo-projects.org>2016-12-08 17:37:13 -0800
committerAuke Kok <sofar+github@foo-projects.org>2016-12-28 14:16:39 -0800
commit094a5a73d3b9817d07c52754749f0828c4005b8c (patch)
treeb971448da1c59a0fd10fcb73d32b383bdd3f7ba6 /fonts/mono_dejavu_sans_200.png
parent5a0a59ad463143d4452524837d69c108908f20d5 (diff)
downloadminetest-094a5a73d3b9817d07c52754749f0828c4005b8c.tar.gz
minetest-094a5a73d3b9817d07c52754749f0828c4005b8c.tar.bz2
minetest-094a5a73d3b9817d07c52754749f0828c4005b8c.zip
Redo light.cpp.
Remake the light_decode_table. The table starts out without pre-filled in values since those are always discarded by the code apparently. We calculate a pseudo curve with gamma power function, and then apply a new adjustment table. The adjustment table is setup to make the default gamma of 2.2 look decent: not too dark at light level 3 or so, but too dark at 1 and below to be playable. The curve is much smoother than before and looks reasonable at the whole range, offering a pleasant decay of light levels away from lights. The `display_gamma` setting now actually does something logical: the game is darker at values below 2.2, and brighter at values above 2.2. At 3.0, the game is very bright, but still has a good light scale. At 1.1 or so, the bottom 5 light levels are virtually black, but you can still see enough detail at light levels 7-8, so the range and spread is adequate. I must add that my monitor is somewhat dark to begin with, since I have a `hc` screen that doesn't dynamic range colors or try to pull up `black` pixels for me (it is tuned for accurate color and light levels), so this should look even better on more dynamic display tunings.
Diffstat (limited to 'fonts/mono_dejavu_sans_200.png')
0 files changed, 0 insertions, 0 deletions