I just released a cross platform C
A little more work on the (still-early) RAW editor, there is now a gamut plot in OKLCH colour space.
Cranking up the chroma shows the colours falling out of sRGB gamut.
Next step is gamut compression/gamut mapping!
Added histogram and tonemap visualizer to my camera RAW editor &filmraw. (Odin/OpenGL/Dear-Imgui)
Visualizing the data makes manipulating it a lot easier, so I will add more of these before implementing any more colour editing features.
Submitted an entry to gbcompo21! First time writing something substantial in assembly. A lot of the low-level basics learned from HMH helped a lot, making me more able to make more use of the hardware. Everything is 100% from scratch, no libraries of any kind either in the game or the build/converter tools. Wrote exporters for Aseprite and Tiled, and the code for processing the assets and putting it all together was all just plain old C, nice and easy. A lot of the day-to-day stuff at work (gamedev) applies to this surprisingly directly.
Also due to this I missed out on the Wheel Reinvention Jam! Drats!