On 09/17/2011 11:52 AM, Henri Verbeet wrote:
On 17 September 2011 19:33, Brian Paul wrote:
From: Brian Paul
If we're generating a mipmap for an sRGB texture we need to bypass
sRGB->linear conversion. Otherwise the destination mipmap level
(drawn with a textured quad) will have the wrong color
On 17 September 2011 19:33, Brian Paul wrote:
> From: Brian Paul
>
> If we're generating a mipmap for an sRGB texture we need to bypass
> sRGB->linear conversion. Otherwise the destination mipmap level
> (drawn with a textured quad) will have the wrong colors.
> If we can't turn of sRGB->linear
From: Brian Paul
If we're generating a mipmap for an sRGB texture we need to bypass
sRGB->linear conversion. Otherwise the destination mipmap level
(drawn with a textured quad) will have the wrong colors.
If we can't turn of sRGB->linear conversion (GL_EXT_texture_sRGB_decode)
we need to use the