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Suggestion: Gamma and Brightness Standalone


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Unsure if this has been talked about before, but TDM uses Windows to configure its gamma and brightness. This means that after you exit the game, your gamma and brightness carry over into the Windows OS. This is bad IMO. I usually like to configure my gamma and brightness according to my game's environment.

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Looking at this, it seems that there is no real "safe" getDeviceGammaRamp and setDeviceGammaRamp method in OpenGL.

Those who have made safe solutions after basically doing gamma work in the shaders rather than at the device level. I couldn't

find resources for the latter by I know mh did some gamma shaders for mhquake and he struggled a little with the added performance

hit.

 

As a side note, apparently "gamma corrected lighting" is apparently hot in Google results:

 

http://blog.wolfire.com/2010/02/Gamma-correct-lighting

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Come to think of it, this is a problem I've noticed occasionally, not consistently.

 

@nb: I can't believe we'd have to use a post processing effect in a shader! Well maybe to do it completely safely, but that feels like overkill. Re the first link on SetDeviceGammaRamp, I do sometimes see error messages on the console about that, so I guess that's worth following up.

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