Hi,

I will add a flag to indicate if the opengl texture was created as
non-color data. Indeed it will still not work correct when using the
texture for both color and non-color, but that's a separate issue and
quite uncommon.

Brecht.

On Thu, Oct 25, 2012 at 10:00 AM, Antony Riakiotakis <[email protected]> wrote:
> Hi brecht, this commit most likely causes this bug when texture
> painting 
> http://blenderartists.org/forum/showthread.php?269851-Texture-Paint-Layer-Manager-add-on-Bump-problem.
>
> The issue happens because when texture painting we always colour
> correct float images. There are a few ways to solve this:
>
> - Get the information about colour correcting or not in texture paint
> as well (during stroke operator initialization). This requires looking
> up the active object's material and texture slots. It can be done
> though the issue might get complicated if the image is shared,
> assigned to colour in another material. Which version of the GPU
> texture (colour corrected or not) will be used then?
>
> - Always upload in sRGB space and do the reverse conversion in bump
> shading code. This will eat away some performance but it's the most
> "exact" solution IMO.
>
> - Never colour correct images and UI elements and use sRGB
> framebuffers in openGL :p. This has the drawback of not being able to
> customize the display space and relying too much on graphics driver
> correctness. But there are times (like this) where it just keeps
> popping into my mind :)
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