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by sporf 1137 days ago
Similar experience at the fruit company ~15 years ago designing a graphics scaling and compositing pipeline for one of the earlier high volume phone SoCs. It was originally designed with (de)gamma blocks before/after the scaling and compositing blocks to do it in linear space but the (de)gamma blocks were removed at the request of a graphics team because "nobody does that" - I recall the justification being that their assets were optimized for the incorrect behavior so they preferred it. I had a copy of Jim Blinn's book Dirty Pixels (aka the Gammasutra) that I would refer people to but it didn't change any minds. I hope they've improved since.
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Don't know why I remember this, but the iOS 7 icon for Voice Memos was a good demonstration of doing scaling wrong. It had a lot of fine detail so the gamma-incorrect scaling made for some obvious twinkling effects in zoom effects.