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Add workaround for using the same texture in both 2D and 3D

Hugo Locurcio 4 years ago
parent
commit
f46cce0fff
1 changed files with 12 additions and 2 deletions
  1. 12 2
      getting_started/workflow/assets/importing_images.rst

+ 12 - 2
getting_started/workflow/assets/importing_images.rst

@@ -164,11 +164,21 @@ Anisotropic
 
 
 When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness.
 When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness.
 
 
-SRGB
+sRGB
 ~~~~
 ~~~~
 
 
 Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct.
 Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct.
-When set to "Detect" mode, the texture will be marked as SRGB when used in albedo channels.
+When set to **Detect** mode, the texture will be marked as sRGB when used in albedo channels.
+
+.. warning::
+
+    Since the texture will have its data modified when sRGB is enabled, this
+    means using the same texture in both 2D and 3D will make the texture
+    display with incorrect colors in either 2D or 3D.
+
+    To work around this, make a copy of the texture on the filesystem and enable
+    sRGB on one of the copies only. Use the copy with sRGB enabled in 3D, and
+    the copy with sRGB disabled in 2D.
 
 
 Process
 Process
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