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fix issue 158 Shading is computed wrong. #160
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fix issue 158 Shading is computed wrong.
tomlm 0d1c24e
Automated JetBrains cleanup
github-actions[bot] 20f03da
Merge branch 'main' into tomlm/issue158
tomlm c8caa7a
Merge branch 'main' into tomlm/issue158
tomlm f523d00
* Changed Shaded pixel blending with to dim the original pixel then b…
tomlm 0084cce
Merge branch 'tomlm/issue158' of https://github.com/jinek/Consolonia …
tomlm 1ec065f
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Automated JetBrains cleanup
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Lets discuss. We can still draw a non blank symbol on top of the shade, right?
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I think so. Am I losing something by converting the shade background to a transform on the existing color at this point?
Are you thinking we need to do be able to do something like this:
Pixel( Foreground('X', Colors.White), Background(Shaded))) ?
Currently I am doing this:
Shaded => Dim() existing pixel (foreground and background).
Do you think I should do:
Shaded => Dim() existing current pixel background, then blend current foreground, then I suppose Dim() the result?
Or actually put the Shaded background into the pixelbuffer and Dim() on render?
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Almost
I'm thinking we should dim the foreground first, then just blend with foreground of new pixel.
This way, if there is no foreground above then foreground of old pixel is just dimmed. But if there is a new pixel, then it should be preserved and not shaded.
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I just understood, that before it was probably fine. But now we have different meaning of
Blend
procedure. I think it's correct you are getting rid of it here, but we just need to put correct symbol on top if there is one.