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I was inspired by the explanations in these blog posts. Initially SuperTux had a sRGB colour picker with sliders. A sRGB colour picker is problematic in my opinion because halving all three values in sRGB does neither halve the brightness physically (luminance) nor perceptually (lightness). Therefore I've added numbers which show the linear brightness in percent. It is possible to implement a 2D instead of 1D OKLab colour picker, see for example https://bottosson.github.io/misc/colorpicker/#00c779. |
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In #1816, a new method of choosing colors was added to replace the traditional RGB one.
My initial though is that OkLab would be too technical for SuperTux, and that the advantages it is meant to bring (such as lightness control) are too "scientific" and do not fit within SuperTux's surreal art style. I thought the upsides of OkLab would come up as people use it, but I've never come to observe any. In fact, after asking around for opinions, it would seem that most users find it difficult to choose the colors they want with OkLab and keep using the traditional RGB selector.
I am usually glad to see improvements and new techniques added to SuperTux. But in this case, to the maximum extent of my knowledge, the new color picker does not allow for creating new color combinations, nor does it make choosing colors easier, nor does it allow creating any special color palette that would fit the game's style, nor does it offer any other advantage over RGB that is meaningful in the context of SuperTux.
My question is: Why was this change initially believed to be needed, useful, or relevant? Perhaps we can try to find out if we can change something to get the most out of the new color picker, or if it really doesn't fit in SuperTux, we may remove it to keep things simple for the users.
(@HybridDog if you're here, since you're the author of the PR, your opinion would be most useful)
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