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fix for overdark VR scene rendering

Azaezel 8 年之前
父節點
當前提交
0c35874068
共有 1 個文件被更改,包括 2 次插入2 次删除
  1. 2 2
      Engine/source/platform/input/openVR/openVRProvider.cpp

+ 2 - 2
Engine/source/platform/input/openVR/openVRProvider.cpp

@@ -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;
 }