RE: https://mastodon.gamedev.place/@godotengine/115697979358892548
Godot 4.6 will use my updates to the AgX tonemapper: these changes are mostly subtle, but the new reworking allows HDR output support to be added in the future!

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RE: https://mastodon.gamedev.place/@godotengine/115697979358892548
Godot 4.6 will use my updates to the AgX tonemapper: these changes are mostly subtle, but the new reworking allows HDR output support to be added in the future!
Why Windows sRGB SDR over HDR is (Technically) Correct: https://allenwp.com/blog/2025/05/06/why-windows-srgb-sdr-over-hdr-is-technically-correct/
@troy_s Last minute, but do you happen to be going to GDC this year? I'd like to hear your thoughts on an HDR adaptation of AgX for Godot. Current approach is to use Timothy Lottes' function to approximate EaryChow's tone curve (fitted with Mathematica's NonlinearModelFit), but I'm also going to look into some other options.
Alternatively we can discus on GitHub in the upcoming months when I have some prototype implementations.
I've finished work on a free (MIT license) Godot plugin that lets you remap resources based on feature tags. I'm sure this will be valuable for porting Godot projects:
I ported my vector rendering engine to #godotengine and showed it off at the Dirty Rectangles game dev meetup in Toronto.
Someone asked what it sounded like, so the sound person at See-Scape passed me a 1/4" cable to hook it up to the sound system. To my surprise, the strobe post processing effect made it sound like an electronic rave 😂
Credit to Jerobeam Fenderson of Oscilloscope Music for figuring out you can use an audio device as a DAC for this sort of thing!
In an unexpected turn of events, a sensible take on #Crowdstrike from the Orange Site.