Commit message (Collapse) | Author | Age | Files | Lines | |
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* | change the raster format to RGBA32. draw to any image format. clean up. | rodri | 2024-09-11 | 1 | -7/+33 |
| | | | | | | | | | | | | | | | | got rid of the bullshit dance between XRGB32 and RGBA32, now all rasters are RGBA32 and premultiply alpha before loading up an image and drawing over the destination. this lets the user compose their own scenes with correct transparency. no more mediocre clearcolor. as a consequence drawing got slower, but if i get the turbo drawing pool working properly that should go away. textures also take alpha pre-multiplied channels into account, dividing them when sampling, so loading transparent textures will show the correct colors. | ||||
* | color: add ACES tone mapping functions. | rodri | 2024-08-19 | 1 | -0/+71 |
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* | color: rgba2xrgb ≠ swabl. | rodri | 2024-08-13 | 1 | -2/+2 |
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* | fix FPINVAL error. knob for fb clear color. general improvements. | rodri | 2024-08-11 | 1 | -0/+7 |
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* | create a new texture interface. | rodri | 2024-07-05 | 1 | -0/+4 |
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* | rough color space conversion implementation. | rodri | 2024-07-04 | 1 | -0/+138 |
colors are now properly processed in linear RGB space for lighting, shading and blending. sRGB is assumed for any texture sampled and the destination framebuffer. it's not perfect, but it does the job for now. |