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* We create fake backbuffer as SRGB if the original default backbuffer was SRGB in the program. * All of our output backbuffers are also SRGB, and we enable GL_FRAMEBUFFER_SRGB when writing to them. * Add the 'fake' srgb curve applied to linear data to display it as if it were srgb, which tends to look intuitively correct even if it's not 100% accurate. See the behaviour existing in D3D11 already.