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Fix issues related to sRGB correct rendering #140

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ensisoft opened this issue Jan 27, 2023 · 1 comment
Open

Fix issues related to sRGB correct rendering #140

ensisoft opened this issue Jan 27, 2023 · 1 comment

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@ensisoft
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ensisoft commented Jan 27, 2023

  • The color picker used by the editor is likely giving us back sRGB encoded color values. These need to be converted into linear before being used for any computation or passed onto shaders.
@ensisoft
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ensisoft commented Sep 30, 2023

  • Make sure to convert any "color" (vec4) uniform from sRGB to linear.
  • Change default texture color space from Linear to sRGB
  • Make sure the color buffer writes works properly (in case the color buffer is sRGB)
  • Remove the useless gamma value from materials
  • Clear value in glClearColor
  • Read values in glReadPixels (screenshot functionality)

ensisoft added a commit that referenced this issue Sep 30, 2023
Update the sRGB test cases in the graphics test app and document
the findings in graphics/README.md.

- The sRGB default frame buffer test now "makes sense" with the
  conclusion that the implementation doesn't do correct sRGB
  conversion for the gl_FragColor values.

- The sRGB texture test works as expected.

Issue #140
ensisoft added a commit that referenced this issue Sep 30, 2023
Update the sRGB test cases in the graphics test app and document
the findings in graphics/README.md.

- The sRGB default frame buffer test now "makes sense" with the
  conclusion that the implementation doesn't do correct sRGB
  conversion for the gl_FragColor values.

- The sRGB texture test works as expected.

Issue #140
@ensisoft ensisoft changed the title Fix issues related to sRGB encoded color picking Fix issues related to sRGB correct rendering Oct 3, 2023
ensisoft added a commit that referenced this issue Oct 24, 2023
Add base Color4f sRGB encode/decode utility functions.

Issue #140
ensisoft added a commit that referenced this issue Oct 24, 2023
Add base Color4f sRGB encode/decode utility functions.

Issue #140
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