mitm001 vor 5 Jahren
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      docs/modules/ROOT/pages/jme3/advanced/jme3_srgbpipeline.adoc

+ 1 - 4
docs/modules/ROOT/pages/jme3/advanced/jme3_srgbpipeline.adoc

@@ -10,9 +10,6 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == Overview
 
-Here is a quick overview of what lies under the “Gamma Correction term. +
-More in depth rundowns on the matter can be found here : link:http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html[http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html] and here link:http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2016.html[http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2016.html]
-
 We consider color values to be linear when computing lighting. What does that means? That means that we assume that the color 0.5,0.5,0.5 is half way between black and white. +
 The problem is that it’s not the case, or at least not when you look at the color through a monitor. +
 CRT monitors had physical limitations that prevented them to have a linear way of representing colors. that means that 0.5,0.5,0.5 through a monitor is not half way between black and white (it’s darker). Note that black and white remains the same though. +
@@ -88,7 +85,7 @@ renderer.setMainFrameBufferSrgb(boolean srgb)
 This will be ignored if the hardware doesn't have the GL_ARB_framebuffer_sRGB or the GL_EXT_texture_sRGB.
 This can be toggled at run time.
 
-This uses Opengl hardware gamma correction that uses an approximated Gamma value of 2.2 and uses the following formula : color = pow(color,1/gamma) 
+This uses Opengl hardware gamma correction that uses an approximated Gamma value of 2.2 and uses the following formula : color = pow(color,1/gamma)
 
 [NOTE]
 ====