Selaa lähdekoodia

Documentation and wiki update.

Lasse Öörni 12 vuotta sitten
vanhempi
sitoutus
6fe17dd966

+ 3 - 0
Docs/Reference.dox

@@ -676,6 +676,9 @@ Textures can have an accompanying XML file which specifies load-time parameters,
 </texture>
 \endcode
 
+The sRGB flag controls both whether the texture should be sampled with sRGB to linear conversion, and if used as a rendertarget, pixels should be converted back to sRGB when writing to it.
+To control whether the backbuffer should use sRGB conversion on write, call \ref Graphics::SetSRGB "SetSRGB()" on the Graphics subsystem.
+
 \section Materials_Techniques Techniques and passes
 
 A technique definition looks like this:

+ 6 - 0
Docs/ScriptAPI.dox

@@ -1671,6 +1671,7 @@ Properties:<br>
 - RenderTargetSizeMode sizeMode
 - bool active
 - bool filtered
+- bool sRGB
 
 
 RenderPathCommand
@@ -1756,6 +1757,7 @@ Properties:<br>
 - TextureFilterMode filterMode
 - TextureAddressMode[] addressMode
 - Color borderColor
+- bool sRGB
 - Texture@ backupTexture
 - bool dataLost (readonly)
 
@@ -1824,6 +1826,7 @@ Properties:<br>
 - TextureFilterMode filterMode
 - TextureAddressMode[] addressMode
 - Color borderColor
+- bool sRGB
 - Texture@ backupTexture
 - bool dataLost (readonly)
 - RenderSurface@ renderSurface (readonly)
@@ -1859,6 +1862,7 @@ Properties:<br>
 - TextureFilterMode filterMode
 - TextureAddressMode[] addressMode
 - Color borderColor
+- bool sRGB
 - Texture@ backupTexture
 - bool dataLost (readonly)
 - RenderSurface@[] renderSurfaces (readonly)
@@ -2767,6 +2771,7 @@ Properties:<br>
 - int refs (readonly)
 - int weakRefs (readonly)
 - String windowTitle
+- bool sRGB
 - int width (readonly)
 - int height (readonly)
 - int multiSample (readonly)
@@ -2782,6 +2787,7 @@ Properties:<br>
 - bool lightPrepassSupport (readonly)
 - bool deferredSupport (readonly)
 - bool hardwareShadowSupport (readonly)
+- bool sRGBSupport (readonly)
 - bool forceSM2
 - IntVector2[]@ resolutions (readonly)
 - int[]@ multiSampleLevels (readonly)

+ 4 - 4
Engine/Graphics/Direct3D9/D3D9Graphics.h

@@ -76,7 +76,7 @@ class Graphics : public Object
 public:
     /// Construct.
     Graphics(Context* context);
-    /// Destruct. Close the window and release the Direct3D9 device.
+    /// Destruct. Release the Direct3D9 device and close the window.
     virtual ~Graphics();
     
     /// Set external window handle. Only effective before setting the initial screen mode.
@@ -87,7 +87,7 @@ public:
     bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
     /// Set screen resolution only. Return true if successful.
     bool SetMode(int width, int height);
-    /// Set whether the main window uses sRGB writing.
+    /// Set whether the main window uses sRGB conversion on write.
     void SetSRGB(bool enable);
     /// Toggle between full screen and windowed mode. Return true if successful.
     bool ToggleFullscreen();
@@ -222,7 +222,7 @@ public:
     bool GetVSync() const { return vsync_; }
     /// Return whether triple buffering is enabled.
     bool GetTripleBuffer() const { return tripleBuffer_; }
-    /// Return whether the main window is using SRGB writing.
+    /// Return whether the main window is using sRGB conversion on write.
     bool GetSRGB() const { return sRGB_; }
     /// Return whether Direct3D device is lost, and can not yet render. This happens during fullscreen resolution switching.
     bool IsDeviceLost() const { return deviceLost_; }
@@ -413,7 +413,7 @@ private:
     bool vsync_;
     /// Triple buffering flag.
     bool tripleBuffer_;
-    /// sRGB writing flag for the main window.
+    /// sRGB conversion on write flag for the main window.
     bool sRGB_;
     /// Direct3D device lost flag.
     bool deviceLost_;

+ 5 - 5
Engine/Graphics/OpenGL/OGLGraphics.h

@@ -92,13 +92,13 @@ public:
     bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
     /// Set screen resolution only. Return true if successful.
     bool SetMode(int width, int height);
-    /// Set whether the main window uses sRGB writing.
+    /// Set whether the main window uses sRGB conversion on write.
     void SetSRGB(bool enable);
-    /// Toggle between full screen and windowed mode.
+    /// Toggle between full screen and windowed mode. Return true if successful.
     bool ToggleFullscreen();
     /// Close the window.
     void Close();
-    /// Take a screenshot.
+    /// Take a screenshot. Return true if successful.
     bool TakeScreenShot(Image& destImage);
     /// Begin frame rendering. Return true if device available and can render.
     bool BeginFrame();
@@ -231,7 +231,7 @@ public:
     bool GetVSync() const { return vsync_; }
     /// Return whether triple buffering is enabled.
     bool GetTripleBuffer() const { return tripleBuffer_; }
-    /// Return whether the main window is using SRGB writing.
+    /// Return whether the main window is using sRGB conversion on write.
     bool GetSRGB() const { return sRGB_; }
     /// Return whether device is lost, and can not yet render.
     bool IsDeviceLost() const;
@@ -424,7 +424,7 @@ private:
     bool vsync_;
     /// Triple buffering flag.
     bool tripleBuffer_;
-    /// sRGB writing flag for the main window.
+    /// sRGB conversion on write flag for the main window.
     bool sRGB_;
     /// Light prepass support flag.
     bool lightPrepassSupport_;