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9b9e89adec
Make sure that all SRGB-gamma textures are marked with SRGB format (this includes all the original textues, 8bit PNG textues). All other textures (roughness, metallic, normal maps) are linear (UNORM). Trust KTX2 texture that they store in the correct colorspace. Then we can just sample textures w/o SRGBtoLINEAR'izing them. Supposedly this is better because of hw interpolation in the correct colorspace. This is a bit experimental because Compressonator can't really into BC7_SRGB, which is sad. And also we need to re-gamma all the textures for the gamma/srgb-unaware traditional renderer. |
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