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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualHodgman

Posted 09 February 2013 - 07:31 AM

The spec that you linked to says that if blending is enabled, the the framebuffer value is decoded, blended with the linear shader output, then re-encoded. It also says that if blending is disabled, the shader output will be encoded before being written. (all this also depending on the FBO state)


@Ponkx, maybe see the bits in the spec about FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING and the interactions with EXT_texture_sRGB.

#4Hodgman

Posted 09 February 2013 - 07:21 AM

The spec that you linked to says that if blending is enabled, the the framebuffer value is decoded, blended with the linear shader output, then re-encoded. It also say that if blending is disabled, the shader output will be encoded before being written.


@Ponkx, maybe see the bits in the spec about FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING and the interactions with EXT_texture_sRGB.

#3Hodgman

Posted 09 February 2013 - 07:20 AM

The spec that you linked to says that if blending is enabled, the the framebuffer value is decoded, blended with the linear shader output, then re-encoded. It also say that if blending is disabled, the shader output will be encoded before being written.


@Ponkx, maybe see the bits in the spec about FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING and the interactions with EXT_TEXTURE_SRGB.

#2Hodgman

Posted 09 February 2013 - 07:18 AM

The spec that you linked to says that if blending is enabled, the the framebuffer value is decoded, blended with the linear shader output, then re-encoded. It also say that if blending is disabled, the shader output will be encoded before being written.


@Ponkx, maybe see the bits in the spec about FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING.

#1Hodgman

Posted 09 February 2013 - 07:15 AM

The spec that you linked to says that if blending is enabled, the the framebuffer value is decoded, blended with the linear shader output, then re-encoded. It also say that if blending is disabled, the shader output will be encoded before being written.

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