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author | Auke Kok <sofar@foo-projects.org> | 2016-12-08 17:37:13 -0800 |
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committer | Auke Kok <sofar+github@foo-projects.org> | 2016-12-28 14:16:39 -0800 |
commit | 094a5a73d3b9817d07c52754749f0828c4005b8c (patch) | |
tree | b971448da1c59a0fd10fcb73d32b383bdd3f7ba6 /builtin/async | |
parent | 5a0a59ad463143d4452524837d69c108908f20d5 (diff) | |
download | minetest-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 'builtin/async')
0 files changed, 0 insertions, 0 deletions