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 :) > _______________________________________________ > Bf-blender-cvs mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-blender-cvs _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
