Fix some cases where darkness was over-bright
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1 changed files with 4 additions and 4 deletions
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@ -171,8 +171,8 @@ namespace Pixi
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{
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{
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BlockColors color = BlockColors.Default;
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BlockColors color = BlockColors.Default;
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int darkness = 0;
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int darkness = 0;
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Logging.MetaDebugLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})");
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//Logging.MetaDebugLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})");
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if (Mathf.Abs(pixel.r - pixel.g) < pixel.r * 0.1f && Mathf.Abs(pixel.r - pixel.b) < pixel.r * 0.1f)
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if (Mathf.Abs(pixel.r - pixel.g) <= pixel.r * 0.1f && Mathf.Abs(pixel.r - pixel.b) <= pixel.r * 0.1f)
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{
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{
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color = BlockColors.White;
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color = BlockColors.White;
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 3.5));
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 3.5));
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@ -270,10 +270,10 @@ namespace Pixi
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color = BlockColors.Aqua;
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color = BlockColors.Aqua;
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}
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}
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}
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}
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if (darkness > 9) darkness = 9;
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if (darkness > 8) darkness = 8; // level 9 is not darker than lvl 8
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if (darkness < 0) darkness = 0;
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if (darkness < 0) darkness = 0;
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// darkness 0 is the most saturated (it's not just the lightest)
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// darkness 0 is the most saturated (it's not just the lightest)
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Logging.MetaDebugLog($"Quantized Color {color} d:{darkness}");
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//Logging.MetaDebugLog($"Quantized Color {color} d:{darkness}");
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return new QuantizedPixel { color = color, darkness = (byte)darkness, visible = pixel.a > 0.5f};
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return new QuantizedPixel { color = color, darkness = (byte)darkness, visible = pixel.a > 0.5f};
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}
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}
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}
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}
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