Force sRGB rendering in multithreaded test

This commit is contained in:
baldurk
2020-10-19 16:56:04 +01:00
parent 58fbbc2212
commit c22ff8fc69
@@ -90,7 +90,7 @@ void main()
A.tex = MakeTexture();
glBindTexture(GL_TEXTURE_2D, A.tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, screenWidth, screenHeight);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
B.VB = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, B.VB);
@@ -100,7 +100,7 @@ void main()
B.tex = MakeTexture();
glBindTexture(GL_TEXTURE_2D, B.tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, screenWidth, screenHeight);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
// make FBOs on the main context for reading
GLuint Afbo = MakeFBO();
@@ -130,6 +130,8 @@ void main()
ActivateContext(ctx.win, ctx.ctx);
glEnable(GL_FRAMEBUFFER_SRGB);
glGenVertexArrays(1, &ctx.VAO);
glBindVertexArray(ctx.VAO);