From 094a5a73d3b9817d07c52754749f0828c4005b8c Mon Sep 17 00:00:00 2001 From: Auke Kok Date: Thu, 8 Dec 2016 17:37:13 -0800 Subject: 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. --- minetest.conf.example | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'minetest.conf.example') diff --git a/minetest.conf.example b/minetest.conf.example index b1d6c86bd..262f95115 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -508,7 +508,7 @@ # Adjust the gamma encoding for the light tables. Lower numbers are brighter. # This setting is for the client only and is ignored by the server. # type: float min: 1 max: 3 -# display_gamma = 1.8 +# display_gamma = 2.2 # Path to texture directory. All textures are first searched from here. # type: path -- cgit v1.2.3