Fix sRGB exponent in Metal rendering#2846
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The proposed change seems correct, the exponent for the sRGB formula should use 2.4 rather than 2.2. |
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I agree this looks like the change is correct, as far as I understand gamma approximations anyway. I will ask Lee to check me on that but I think its a good catch |
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Looks good to me too - I trust Doug for color stuff more than myself :). I am a little surprised we're not just handling this conversion natively in Metal, but thats a possible improvement for the future. |
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Great, thanks to all of our reviewers! @exavi Before we can merge this work, we'll need you to address the EasyCLA errors, which you can do by following the steps listed here: |
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Awesome! I’ll sort it out when I get back to the office! |
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This tiny change should 'fix' the sRGB encoding used on the metal backend.
I noticed this while using the MaterialXViewer in a CI setup when generating images where no single pixel matched against reference values (not even the background color :D)