so in my drawing app i encounter regularly the issue that arises from sprites not blending in a linear color space but in a 'usual (visually wrong) way'. see this article here for examples (e.g. antialiasing making dark edges of brush strokes) and an explanation:
https://ninedegreesbelow.com/photography/test-for-linear-processing.htmlperhaps i could add shaders that handle this situation but i don't really know how and anyway it would be much more effective if there would be a global way to do it. moreover perhaps QT allows this and so there is no need to reinvent the wheel.
so overall my request is to add a way to make my app blend sprites using a linear gamma color space. or if this seems complicated then let's discuss here how one can do it.
thanks
Comments
I was looking for an answer in the forum, for example this:
-https://forum.gideros.rocks/discussion/comment/62459/#Comment_62459
it seems to be related to your issue but nothing else
i need linear color space blending.
wouldn't this help somehow?:
https://doc.qt.io/qt-6/qcolorspace.html
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
-New features
[export/android] Add an application:setEventMerging() call which allows to enable/disable merging of touch/mouse move events together
[export/html] Initial WebXR support
-Improvements
[library/3d] Better GLTF support
[library/3d] Support vertex coloured meshes
[example] cute_c2 demo updated
[gfx] Allow to disable writing depth buffer through setStencilOperation()
[plugin/ads] Add option to include AD_ID permission on android
https://wiki.gideros.rocks/index.php/Sprite:setStencilOperation
https://wiki.gideros.rocks/index.php/Examples#STENCIL_OPERATION_.40hgy29
But I have never used it.
Your Qt link seems indeed legit