-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
For systems that use bigger framebuffer, the publisher would most likely shrink them manually, but for smaller resolution it doesn't seem to be saving any valuable space compared to 1x.
-
### Godot version
v3.4.4.stable.official [419e713a2]
### System information
Windows 10 GLES2
### Issue description
Apologies for writing another pixel rotation question, I hope this is …
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…
-
```
Hi,
the current implementation of 'effect overlay' is wrong. It 'adds' the aperture
masks that make the screen go brighter with stronger effect instead of going
darker (subtracted/multiplied). W…