fix for overdark VR scene rendering

This commit is contained in:
Azaezel 2017-08-18 15:42:30 -05:00
parent 478c8fcd0f
commit 99703e7889

View file

@ -435,7 +435,7 @@ bool OpenVRRenderState::setupRenderTargets(GFXDevice::GFXDeviceRenderStyles mode
}
GFXTexHandle stereoTexture;
stereoTexture.set(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color");
stereoTexture.set(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8_SRGB, &VRTextureProfile, "OpenVR Stereo RT Color");
mStereoRenderTexture = stereoTexture;
GFXTexHandle stereoDepthTexture;
@ -446,7 +446,7 @@ bool OpenVRRenderState::setupRenderTargets(GFXDevice::GFXDeviceRenderStyles mode
mStereoRT->attachTexture(GFXTextureTarget::Color0, stereoTexture);
mStereoRT->attachTexture(GFXTextureTarget::DepthStencil, stereoDepthTexture);
mOutputEyeTextures.init(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color OUTPUT");
mOutputEyeTextures.init(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8_SRGB, &VRTextureProfile, "OpenVR Stereo RT Color OUTPUT");
return true;
}