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Ryan writes in a pull request: So here, unlike in other code I've recently looked at, we're using the description to determine the format of the view, which seems reasonable - should we be doing that elsewhere?
Also, do we know that UNORM is the way to go here, or is SRGB sometimes the answer? Do we need to establish a convention? (For instance I'm pretty sure Oculus assumes you're handing over SRGB textures) I'm not fully versed in d3d11 and color space interactions, or how mapping occurs (what happens when you have a wide-gamut HMD, beyond just SRGB, at some point? Adobe RGB isn't that unusual, though full coverage of Adobe RGB is.)
Ryan writes in a pull request: So here, unlike in other code I've recently looked at, we're using the description to determine the format of the view, which seems reasonable - should we be doing that elsewhere?
Also, do we know that UNORM is the way to go here, or is SRGB sometimes the answer? Do we need to establish a convention? (For instance I'm pretty sure Oculus assumes you're handing over SRGB textures) I'm not fully versed in d3d11 and color space interactions, or how mapping occurs (what happens when you have a wide-gamut HMD, beyond just SRGB, at some point? Adobe RGB isn't that unusual, though full coverage of Adobe RGB is.)
Would be curious to find out what a renderTextureResourceView->GetDesc() call when passing nullptr would return - that would presumably tell us the difference. https://msdn.microsoft.com/en-us/library/windows/desktop/ff476629(v=vs.85).aspx
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