Current interceptor status
so far I've fixed some minor developer mistakes in the original game:
- Uses premultiplied alpha. Textures are converted as they're loaded. This fixes the dark fringes around sprites and grates. (Injected textures should have alpha premultiplied on disk as part of the packaging process. This is unconditionally what you want, so there is no reason not to do this.)
- Uses a linear colorspace. As above the textures are converted as they're loaded, from the exponential colorspace used to create them (i.e. a monitor) to a linear colorspace appropriate for blending (i.e. a video game using bilinear filtering). This makes it look "better" in a way that's hard to put your finger on, unless you know what you're looking for. (As above, injected textures should be stored in a linear colorspace.)
I, uh. I guess that's it so far?
It needs a lot of fit and finish before it's usable, but it's pretty neat to see a proof of concept working. This is definitely feasible.
Edit: no, the bloom isn't permanent