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.
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#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.
@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.
@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.
@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.