I think I might have found a method for possibly doing lighting in games & stuff that allows for the weird effects you get w/ monochromatic light sources

explanation, long 

Basically, instead of having surface colors & lights defined using RGB channels, you use something like ROYGCBV (Red Orange Yellow Green Cyan Blue Violet) channels.
Then, to find the color reflected by an object, you do a multiplication operation with the light and surface ROYGCBV channels.
This would then be translated to RGB for display by mapping the OYCV channels to their RGB equivalents, and adding everything up.
That way, a yellow light source that's only in the Y channel (rather than an equivalent combination of multiple channels) would cause red objects to appear black, just as they do under monochromatic non-red light sources IRL!

Follow

re: explanation, long 

@starseeker Of course, this more than doubles the graphics memory needed for storing textures.
-F

re: explanation, long 

@Felthry Oh absolutely, it'd be *much* more intense
Still a neat area of exploration though, I feel ^w^

Sign in to participate in the conversation
Awoo Space

Awoo.space is a Mastodon instance where members can rely on a team of moderators to help resolve conflict, and limits federation with other instances using a specific access list to minimize abuse.

While mature content is allowed here, we strongly believe in being able to choose to engage with content on your own terms, so please make sure to put mature and potentially sensitive content behind the CW feature with enough description that people know what it's about.

Before signing up, please read our community guidelines. While it's a very broad swath of topics it covers, please do your best! We believe that as long as you're putting forth genuine effort to limit harm you might cause – even if you haven't read the document – you'll be okay!