This is a very low priority since most people are not playing on HDR monitors with 10-bit color everywhere, but Minecraft has poor HDR support, and I have no in-game option to allow for 10-bit color since 8-bit color requires only 24 bits.
The option is easily enabled by setting the third parameter of
glTexImage2D
,
internalFormat
to either
GL_RGB32F
or
GL_RGBA32F
to create a 32-bit framebuffer, and it could be a configurable option that only requires creating a new framebuffer to use. It would require allowing support for HDR resourcepacks as well, such as using .hdr format, and properly implementing HDR texture atlas support which can also allow SDR texture mixing by using a texture atlas LUT which contains the image offset, and a single bit for whether the texture is SDR or HDR.
Without proper HDR support, the game is visually identical to using old 6-bit color graphics (with dithering artifacts) on an 8-bit SDR monitor, and you end up seeing grey instead of black, dark whites, and various color artifacts. This applies to fullscreen and windowed mode.
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