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Restructure the rendering pipeline to do the blending the "wrong way" #6

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DCNick3 opened this issue Jan 13, 2023 · 1 comment
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architecture Needs non-trivial large-scale code restructuring inconsistency Something doesn't work as it does in the game

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@DCNick3
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DCNick3 commented Jan 13, 2023

So, apparently, entergram has fucked up gamma correctness in their engine...

image

They do not mark textures as being in sRGB space (but they are!) and therefore all computations happen without conversion to linear space (but they should be converted!)

Because of this I couldn't get the messagebox opacity to look quite right (to be the same as in the game)....

Alpha blending (RES = a * src + (1-a) * dst) was done in the different colorspace, so the result is different

To implement the same in our engine we would need to use texture views with differing srgb-ness, tracked at gfx-rs/wgpu#3237

@DCNick3 DCNick3 added inconsistency Something doesn't work as it does in the game architecture Needs non-trivial large-scale code restructuring labels Jan 24, 2023
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DCNick3 commented Feb 23, 2023

Don't forget to remove extra renderpass from the movielayer

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architecture Needs non-trivial large-scale code restructuring inconsistency Something doesn't work as it does in the game
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