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minetest/builtin
Auke Kok 094a5a73d3 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.
2016-12-28 14:16:39 -08:00
..
async Use "core" namespace internally 2014-05-08 13:02:04 -04:00
common Revert "Adding particle blend, glow and animation (#4705)" 2016-11-14 15:28:06 +01:00
fstk Faster insertion into table 2016-03-06 23:42:04 +00:00
game Builtin/../falling.lua: Avoid crash when object pos over limit 2016-12-21 13:30:10 +00:00
mainmenu Final update to credits before release 2016-12-22 23:14:17 +01:00
profiler Builtin/profiler: Replace game profiler (#4245) 2016-07-12 21:51:10 +02:00
init.lua Mainmenu: Refactor tab UI code 2016-04-08 02:25:04 -04:00
settingtypes.txt Redo light.cpp. 2016-12-28 14:16:39 -08:00