From: Jules B. <jm...@he...> - 2000-05-04 17:26:23
|
On Thu, May 04, 2000 at 09:54:22AM -0700, Seth Galbraith wrote: > > That's how it generally is with Quake textures. By keeping the colors > mostly in the darker half of the palette, I can be sure that the textures > remain within the palette when lighting is applied. > The same thing applies with glQuake. Even in 32 bit color mode, the > red, green, and blue are limited to a 0..255 range. If the textures are > too bright they will look washed out. > > On the other hand GUIs are usually designed to use very bright colors, so > textures will look too dark. (Some image formats like PNG contain > internal information about what kind of gamma correction should be > applied, but this is not always exploited by browsers.) [off-topic ;-)] The effect is compounded. I see why you make the textures dark, and my system is also broken, which makes them seem even darker. XF86_SVGA, the Xserver I use, assumes monitor gamma 1.0, and real monitors don't have gamma anything like this. My old compaq 14" had gamma around 2-ish -- this applevision beast has gamma nearly 3! Quake runs fine (with appropriate settings of the SSTV2_GAMMA var), and if I really want to look at a screenshot of a dark game (e.g. quake) I save it to disk and display it with display -gamma 3. But web browsing is annoyingly dark. It will all be fixed when I upgrade to X 4, I believe, which has proper gamma correction (and even uses VESA to ask the monitor its gamma value). Jules -- Jules Bean | Any sufficiently advanced jules@{debian.org,jellybean.co.uk} | technology is indistinguishable jm...@he... | from a perl script |