A Valve engineer fixed 3D lighting so hard he had to tell all the graphics card manufacturers their math was wrong, and the reaction was: 'I hate you'
A Valve engineer fixed 3D lighting so hard he had to tell all the graphics card manufacturers their math was wrong, and the reaction was: 'I hate you'
"It's a bit technical," begins Birdwell, "but the simple version is that graphics cards at the time always stored RGB textures and even displayed everything as non linear intensities, meaning that an 8 bit RGB value of 128 encodes a pixel that's about 22% as bright as a value of 255, but the graphics hardware was doing lighting calculations as though everything was linear.
Jesus Christ, I knew this was a problem with image editing software back then, but I never knew, that GPU manufacturers fucked it up as well. How did this happen?