• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
FGFS

make rgb image brighter

2 posts in this topic

Hi

after adding some gl stuff my images are darker.  I do stuff alike glEnable this and that in another function. How to revert them or

make my images brighter? What could make my images darker?

Thanks

 

 

-1

Share this post


Link to post
Share on other sites

Way too little information. "I enable some stuff" doesn't suffice to make any reasonably qualified statement.

 

What you can check, as a shot in the dark, and as one possible reason why your renderings may look "too dark" is whether you're using gamma correctly. The wording "too dark" does not quite describe the effect of gamma correctly, but it's what one might call it at first glance.

To get correct lighting, you need to transform srgb to linear when reading textures (since cameras and most paint programs assume srgb) and transform linear to srgb writing to the framebuffer. Both can be done in hardware via glEnable or manually in a shader. Note that doing the gamma dance incorrectly, you can also get a "too bright" image.

 

Of course many other things are possible, nobody will be able to tell without information. You might for example have enabled blending, and objects appear darker in front of a black background. Or, something different.

0

Share this post


Link to post
Share on other sites

This seems to help, but I still need to figure as images are not fading in.:

    /// Handle day/night
    glColor4f(Red, Green, Blue, AlphaR);
    /// Tell Xplane what we are doing
    XPLMSetGraphicsState(0/*Fog*/, 1/*TexUnits*/, 0/*Lighting*/, 0/*AlphaTesting*/, 1/*AlphaBlending*/, 1/*DepthTesting*/, 1/*DepthWriting*/);

    glPushMatrix();
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

...

If I put glcolor4f after setgraphics the images are to dark but fading in ok.

Thanks

Edited by FGFS
0

Share this post


Link to post
Share on other sites
If your messing with the draw color, of course things are going to happen. If all the values (r,g,b and a) aren't 1.0 with blending enabled, your image is going to be darker. If you have them all set to 1, the Samoth is probably correct in that it's a thing with the gamma.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0