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We currently call glEnable(GL_FRAMEBUFFER_SRGB) and glDisable(GL_FRAMEBUFFER_SRGB) for drawing the final image to the screen for every frame. This can probably be avoided, because writes to non-sRGB textures are still considered to be linear (http://stackoverflow.com/a/11386809).
The text was updated successfully, but these errors were encountered:
We currently call glEnable(GL_FRAMEBUFFER_SRGB) and glDisable(GL_FRAMEBUFFER_SRGB) for drawing the final image to the screen for every frame. This can probably be avoided, because writes to non-sRGB textures are still considered to be linear (http://stackoverflow.com/a/11386809).
The text was updated successfully, but these errors were encountered: