After getting further on the game that I'm working on and testing it on several computers, I'm noticing that there is a huge variety in the brightness of the graphics that my game shows.
While everything looks OK in full screen mode on my own computer, it looks too bright/washed out on others, making things look less than impressive.
Yet on other computers the exact same program appears too dark, and you can't even make out some of the details...
So out of the box, it looks OK on one, too bright on another, and too dark on the third...
I know I can artificially darken things a little by setting the draw color to a light grey instead of white, but since that is a linear change instead of a gamma curve, you end up losing additional detail -- and brightening the source images to account for the 'dark' computer and darkening them again for the light one will make things look even worse, so I would prefer to stick with the middle-of-the-road images.
- Is there anyway in BlitzMax to do true gamma correction?
- Is this something that can be done directly through OpenGL?
While everything looks OK in full screen mode on my own computer, it looks too bright/washed out on others, making things look less than impressive.
Yet on other computers the exact same program appears too dark, and you can't even make out some of the details...
So out of the box, it looks OK on one, too bright on another, and too dark on the third...
I know I can artificially darken things a little by setting the draw color to a light grey instead of white, but since that is a linear change instead of a gamma curve, you end up losing additional detail -- and brightening the source images to account for the 'dark' computer and darkening them again for the light one will make things look even worse, so I would prefer to stick with the middle-of-the-road images.
- Is there anyway in BlitzMax to do true gamma correction?
- Is this something that can be done directly through OpenGL?