This is all true and you all, are right with the explanation. I made the mistake, that i didnt explained it further. Off course there is nothing wrong with RGB and the 0-255 levels, but i still think, that a broadcast-filter kind of shader, would make sense, just to have that little space for overdrive effects. If you use the brightness, contrast, gamma settings to achieve some overdrive, you will see that there is not much scope you can play with, because you will brightness the whole game-screen, which is mostly wrong for certain vector-games.
I would still like to see a kind of proof or documantation on your state, that the vectors are drawn twice (or more) to achieve that brightness (Asteroids shots etc.), cause i think you are wrong with this assumption. This is important (at least for me) to clarify, if we want a better simulation on this. I dont write this, to sound dogmatic here. I really want to cooperate with you all and to find a good and optimum way to have better results and i am interested in every single opinion of you.
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