forked from bartvdbraak/blender
VR: Fix too dark rendering on SteamVR
Apply the sRGB transform workaround we already apply for Monado (and used to apply for Windows Mixed Reality).
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@ -380,7 +380,8 @@ static bool ghost_xr_draw_view_expects_srgb_buffer(const GHOST_XrContext *contex
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/* Monado seems to be faulty and doesn't do OETF transform correctly. So expect a SRGB buffer to
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* compensate. You get way too dark rendering without this, it's pretty obvious (even in the
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* default startup scene). */
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return (context->getOpenXRRuntimeID() == OPENXR_RUNTIME_MONADO);
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GHOST_TXrOpenXRRuntimeID runtime_id = context->getOpenXRRuntimeID();
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return (runtime_id == OPENXR_RUNTIME_MONADO) || (runtime_id == OPENXR_RUNTIME_STEAMVR);
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}
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void GHOST_XrSession::drawView(GHOST_XrSwapchain &swapchain,
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