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by iFreilicht
1913 days ago
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I really like this idea! It's quite fun to play around with, but it feels like there's not a lot of deliberate choice I can make. It also just works really well and is super smooth. One thing that could be improved about rendering are the edges of the polygon. They look very washed out, even on my 14" UHD display. A little bit like a very low-quality AA was used. What's a little annoying is that colours jump around when I move anchors closer or farther away from each other, but I guess there's no good solution for that. Also, it would be nice if the connections between the anchors were less obvious. Right now, they're very clearly visible straight lines. Not sure how that could be solved, though, either. What colour space are you using for all the transitions? That sounded quite negative, but I really like what you've done here, it's a very creative approach to an otherwise technical topic. |
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the "obviousness" of the connections is tricky. The blending is in the linear RGB space. I initially tried sRGB but it was terrible. I'm not sure how to improve it. At the moment the interpolation is done through the varyings between the vertex and fragment shader. This is quite limiting.
About the lack of deliberate choice, in theory you can reach any rgb color. In practice this is limited by the initial colors I chose (they are smoother than pure RGB-CMY). I'm not sure how much of the RGB space I'm missing.
For the antialiasing issue I'll look into it. I'm not sure I correctly set the AA in webgl. Could also be due to some issue with the size of the canvas
Thank you again!