Using linear sRGB blending for tint colors#4462
Open
Zomwolff wants to merge 1 commit into
Open
Conversation
Qpainter previously used to blend colors in sRGB gamma space which results in unnatural shading and muddy colors on tinted tiles. To fix that we converted the image to linear light and then back to sRGB giving more natural colors. Relates to mapeditor#3385
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixed the issue in #3385
Qpainter composites tint color in gamma-compressed sRGB state which results in a more darker/ unnatural looking tint.
This change adds a step in the process where we convert the image first to linear light and then back to sRGB state which ends up giving a more bright/natural looking tints.
The tiles at 50% occupation with no tint color (Initial state):

Previous version:

This version:
