I'm currently trying to implement a gamma correct pipeline inside my light prepass renderer but I'm not sure if its correct as Im getting strange result ... Here's what im doing :
Z-PASS ... fill normal + glossinness, normalmap sampler set to SRGB OFF / SRGB Write off
Lightning pass ... no SRGB sampling & SRGB Write off
Geometry pass ... diffuse sampler set to SRGB ON / SRGB Write off
Postprocessing ... sample Scene texture SRGB OFF / SRGB Write on
Note that in the postprocessing for now i have disabled everything so basically it just sample the scene texture and render it.
So in this case Im getting overburned colors but if I do SRGB write in the Geometry Pass & SRGB Read in postprocessing then i get correct result.
In my point of the view the two situation should work the same, right ? I've read this [url="http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/"]http://renderwonk.co...rect-rendering/[/url] from Natty Hoffman but since I'm not doing any blending (for now) that shouldn't be an issue.
If anyone have a suggestion ... Thanks !