Raise bloom threshold to HDR 3.0; fix blit dst-mip layout warnings
The smooth brass case back of the pocket watch reflects large bright sky regions of the Venice dawn environment at HDR values well above 1. With the old threshold of 1.0 the entire metal surface passed the bloom extract, and the blurred additive result washed it out to flat white. Only genuinely hot highlights (HDR >= 3, near-white after ACES) should bloom. - Default bloomThreshold 1.0 -> 3.0; Stats slider range extended to 8 with a logarithmic scale - Texture mip generation: transition the whole mip chain to TRANSFER_DST up front; blitting into never-transitioned destination mips triggered one validation warning per level
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@@ -95,7 +95,8 @@ void StatsPanel::Draw(const EditorContext& ctx)
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if (bloom)
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{
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f32 threshold = renderer.GetBloomThreshold();
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if (ImGui::SliderFloat("Threshold", &threshold, 0.0f, 2.0f))
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if (ImGui::SliderFloat("Threshold", &threshold, 0.0f, 8.0f,
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"%.1f", ImGuiSliderFlags_Logarithmic))
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{
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renderer.SetBloomThreshold(threshold);
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}
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