I'm using GLFW3 to create a context and I've noticed that the GLFW_SRGB_CAPABLE
property seems to have no effect. Regardless of what I set it to, I always get sRGB conversion when GL_FRAMEBUFFER_SRGB
is enabled. My understanding is that when GL_FRAMEBUFFER_SRGB
is enabled, you get sRGB conversion only if the framebuffer is an sRGB format. To add to the confusion, if I check the GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
I get GL_LINEAR
regardless of what I set GLFW_SRGB_CAPABLE
to. This doesn't appear to be an issue with GLFW. I created a window and context manually and was sure to set GL_FRAMEBUFFER_SRGB_CAPABLE_ARB
to true.
I'm using a Nvidia GTX 760 with the 340.76 drivers. I'm checking the format like this:
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &enc);
This should return GL_SRGB
, should it not? If it is applying sRGB correction regardless of what WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB
is set to, then is Nvidia's driver not broken? Nobody has noticed this until now?
It seems that this is only an issue with the default framebuffer, therefor it must be a bug in Nvidia's WGL implementation. I've pointed it out to them so hopefully it will be fixed.
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