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kinematicsoup.com
| | frictionalgames.blogspot.com
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| | Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ...
| | blog.wolfire.com
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| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | erikmcclure.com
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| A long, long time ago, in pretty much the same place I'm sitting in right now, I was learning how one would do 2D lighting with soft shadows and discovered the age old adage in 2D graphics: linear gradient lighting looks better than mathematically correct inverse square lighting. Strange. I brushed it off as artistic license and perceptual trickery, but over the years, as I dug into advanced lighting concepts, nothing could explain this.