knowledge

Gamma correction

Gamma correction in openGL is very easily to achieve, but why do you need gamma correction? Let's keep it simple... First of all your textures you use as input for your openGL renderer are most likely in non linear color space. Your renderer on the other hand is probably calculating light under the assumption of linear color spaced color values in your loaded textures. So you might be working in two different color spaces. After your renderer is done it writes the colors to the screen, which uses non linear color space like your textures do! So what happens is, that your calculation might be visually wrong... So how can you solve this? The answer is very easy: (more…)

By AJ, ago
3D QT Engine

Switcher’s updated design part III

Switcher’s development is still in progress. Visually there has not changed much yet, but internally much code has been updated. This project is now also on GitHub: QtEngine_v0_1_empty Here i am starting the engine on the actual target device for the first time. Had a small problem at the beginning Read more…

By AJ, ago
3D QT Engine

Switcher needs a new UI

Well Switcher’s initial release has a very bad UI design. Here is a little preview animation rendered, that represents the new idea for the UI. It will be done without Qt’s elements and rendered in OpenGL ES 2.0.   Youtube link

By AJ, ago
3D QT Engine

Performance improved II

Instead of vertex arrays using vertex buffer objects (VBOs) gained a lot of performance. On my Notebook i got more than twice of the speed. On my nokia N8 it also boosted the speed a lot. Notebook performance (triangles/s): ~34560720 without VBOs ~115200720 with VBOs Running on Intel Core i7 Read more…

By AJ, ago