Niriel

Groningen, Netherlands

niriel.wordpress.com

Age: 35

I can't find any game I like to play. Except Minecraft, I like that one. So I have to build my own game I guess. One day I'll finish it. Maybe.

Jul
2
awarded Curious
Jul
2
awarded Curious
Jun
25
awarded Notable Question
Mar
20
awarded Popular Question
Mar
13
comment Does glGenerateMipmap perform its averaging in linear space for sRGB textures?
Then all is good. Thank you!
Mar
13
accepted Does glGenerateMipmap perform its averaging in linear space for sRGB textures?
Mar
12
asked Does glGenerateMipmap perform its averaging in linear space for sRGB textures?
Mar
9
awarded Popular Question
Feb
27
awarded Notable Question
Dec
18
awarded Notable Question
Nov
25
awarded Yearling
Nov
8
comment Can SDL create a sRGB OpenGL context?
Nice! Looking at my packages, it's SDL 1.2.14 that's installed on my system. I didn't know about sRGB available by default, I thought I had to request it. I'm using glfw 3 now, and I am quite happy with it so far, but it's good to know SDL remains an option.
Nov
1
awarded Supporter
Nov
1
awarded Autobiographer
Oct
31
comment Typesetting molecular transition lines, like CO 5-4
@Ruben I am not a chemist or spectroscopist either; I do not know the rule. I'll ask around in the lab.
Oct
30
awarded Custodian
Oct
30
reviewed Approve suggested edit on Typesetting molecular transition lines, like CO 5-4
Oct
30
asked Typesetting molecular transition lines, like CO 5-4
Oct
2
comment sRGB textures. Is this correct?
Let's see if I understand properly. My main Frame Buffer is sRGB because I asked GLFW3 to do so. My shaders all work in linear, and their result is linear (I don't have textures yet so reading from sRGB is not an issue). I do not use HDR, I render directly onto the main Frame Buffer, so no tone mapping. What I understand is that is is sufficient to call glEnable(GL_FRAME_BUFFER_SRGB) for the correct gamma correction to be applied. I do NOT need to compute exponentials myself. Correct?
Oct
2
awarded Civic Duty
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