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Add tonemapping switch to bloom 2d example #17789
Add tonemapping switch to bloom 2d example #17789
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Nice, this seems useful beyond the debugging you were using it for. I played with this once a while back when I was trying to figure out if bloom would work for one of my games.
I don't want to nitpick this to death. I could follow up with the other suggestions later, but we should fix the outdated comment.
I'm not a huge fan of this, personally. The example should be for demonstrating bloom, not tonemapping. |
but tonemapping affects the appearance of bloom, wouldn't it be important for the user to see the difference? |
Objective
Allow switching through available Tonemapping algorithms on
bloom_2d
example to compare between themSolution
Add a resource to
bloom_2d
that holds current tonemapping algorithm, a method to get the next one, and a check of key press to make the switchTesting
Ran
bloom_2d
example with modified codeShowcase
https://github.com/user-attachments/assets/920b2d6a-b237-4b19-be9d-9b651b4dc913
Note: Sprite flashing is already described in #17763