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fix: Unmultiply before brightening #3407
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luanpotter
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flame-engine:fix/colors-darken
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jtmcdole:brightness
Dec 16, 2024
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do we need to do this on darken as well? [even though the issue is not visible with the example image on darken I imagine there could be similar thing going on]
or even put it on
pixelsInUint8()
so everyone gets itThere was a problem hiding this comment.
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Yes, I believe you want to operate on unmultiplied alpha to be accurate. I'll peek at the CI checks later.
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I did want to ask: why not use HSL and increase L by the amount? I know the stack overflow comment makes it sound incorrect, but its more correct because it shouldn't be changing the hue or saturation. That being said, these functions are "brighten" and "darken" which I'm not clear on what the desired results are (white-out of colors?)
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Also; what is "ammount" saying here? Are you wanting each pixel's individual's brightness to increase by some percentage amount (0 to 1) or are you trying to level all the brightness to a set level? If its individual; then 0 to 1 needs to be over the range of -<1.0> with 0 to 1 covering that.
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Sounds good to be, I think this was just our naive attempt at the implementation without doing any research. 😅
But maybe we should just be redirecting to those
painting
methods you mentioned?There was a problem hiding this comment.
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I switched to HSL color from Painting and updated the
darken
call. The test errors and everything else has nothing to do with this code 😅There was a problem hiding this comment.
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Makes sense, I think we could also do a breaking change here since it hasn't really worked before. Or deprecate this method and create a new one if we have some name that could fit.
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I think I captured what was previously done here lighten = (color + (1 - color) * amount; darken = color * amount.