PlaneShift

Development => Development Deliberation => Topic started by: praveingk on October 19, 2010, 11:11:43 am

Title: Gamma correction in planeshift
Post by: praveingk on October 19, 2010, 11:11:43 am
Hi,

As I went through the code, i saw gamma correction being done at modehandler.cpp

Now, in the game(psclient) if I change the brightness correction I dont see any difference in the brightness in the existnig maps "npcroom1, npcroom2, npcroom_corr and podium".

Also, I see there are various sectors are in the  lighting.xml, How can I check which sector the player currently is? Can someone please help in this query.

Thanks,
Pravein.
Title: Re: Gamma correction in planeshift
Post by: Minks on October 19, 2010, 11:30:17 am
The ingame brightness correction is not a "real" gamma correction. It changes the dynamic light sources, i.e. mainly the crystal sun. So it has no effect on maps without this kind of lightsources.

To see your position, type /pos in the chatbox.

Title: Re: Gamma correction in planeshift
Post by: praveingk on October 19, 2010, 01:55:12 pm
Hi Minks,

Thanks for your reply. What do you suggest to change for increasing the brightness of the overall game screen instead of the light sources alone?
My understanding is that the light sources' gamma value icontrols the time of the day (darker at nite n brigter for day screen) .
Don't you think actual gamma value should rather increase the overall brightness of the screen( characters, terrain etc, not only the light sources)

-Pravein.
Title: Re: Gamma correction in planeshift
Post by: Minks on October 19, 2010, 02:12:49 pm
Uh, no idea? Make your screen brighter?
I'm not a dev, I'm just repeating what I read elsewhere.  ;)
Title: Re: Gamma correction in planeshift
Post by: praveingk on October 19, 2010, 02:23:13 pm
Ok. Gamma correction should be independent of the screen's brightness.

I think someone from dev team will be able to help me on this.

-Pravein.
Title: Re: Gamma correction in planeshift
Post by: novacadian on October 19, 2010, 04:12:02 pm
I think someone from dev team will be able to help me on this.

You may want to take it to the  IRC chat  (http://www.planeshift.it/irc.html)for the quickest response.

- Nova
Title: Re: Gamma correction in planeshift
Post by: weltall on October 19, 2010, 04:15:26 pm
there is no such function so you'd need to either name a light like the crystal you see in the current maps or make something like a shader for it.
Usually you can use video card settings to change gamma of the screen yet.
Title: Re: Gamma correction in planeshift
Post by: praveingk on October 20, 2010, 05:08:40 am
Thanks for your replies.

Can we use crystalspace's iGraphics2D api "setgamma" to change the brightness. Any pointers?
Thanks,
Pravein
Title: Re: Gamma correction in planeshift
Post by: praveingk on October 20, 2010, 08:33:13 am
there is no such function so you'd need to either name a light like the crystal you see in the current maps or make something like a shader for it.

Is there a lightsource in the existing map (npcroom1,room2,,etc)?  Which is that lightsource. Can you please elaborate on that? It wd be really helpful
Title: Re: Gamma correction in planeshift
Post by: weltall on October 20, 2010, 12:36:08 pm
at a first look at least on xwindow/opengl canvas that function is absent so it won't do anything, although i could have missed it. even if it does something most probably it would use the os api to tell the driver to change the brightness of the whole screen.
No there isn't the right light on those maps.
Title: Re: Gamma correction in planeshift
Post by: praveingk on October 20, 2010, 01:57:13 pm
Oh. :( . Ya, driver's gamma value would be changeable.
Is there anyway I can purchase or get a map which indeed has the lighting effects.

Thanks,
Pravein.
Title: Re: Gamma correction in planeshift
Post by: Aiwendil on October 20, 2010, 02:03:35 pm
You could apply for the art team of PS and then try to get access to the maps from Talad to change it yourself...in other words, no, no way.