#trouble working with color

4 messages · Page 1 of 1 (latest)

burnt wagon
#

I'm attempting draw some custom shapes, and although I'm getting the desired shape to draw, I just can't seem to get the color I want.

here's my "test" system:

fn polygon_test(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    commands.spawn(Camera2dBundle::default());

    let vertices: std::vec::Vec<Vec3> = [
        Vec3::new(-40., 40., 0.),
        Vec3::new(-20., 40., 0.),
        Vec3::new(-40., 20., 0.),
        Vec3::new(40., -20., 0.),
        Vec3::new(20., -40., 0.),
        Vec3::new(40., -40., 0.),
    ]
    .to_vec();

    let test_mesh = meshes.add(
        Mesh::new(
            bevy::render::mesh::PrimitiveTopology::TriangleStrip,
            RenderAssetUsages::default(),
        )
        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices),
    );

    commands.spawn(ColorMesh2dBundle {
        mesh: test_mesh.into(),
        // SHOULD be neon red
        material: materials.add(Color::linear_rgb(253.0, 28.0, 3.0)),
        ..default()
    });
}

I can use Color::WHITE and Color::BLACK and get the specified color, but when I run the above code, I still only get a white shape.

what do?

gritty vault
#

color values are in the range of 0 -> 1

#

Your 253.0, 28.0, 3.0 is just very very bright, and getting desaturated by the tonemapper.

burnt wagon
#

/facepalm