|
@@ -39,6 +39,7 @@ import com.jme3.scene.Mesh;
|
|
|
import com.jme3.scene.VertexBuffer;
|
|
|
import com.jme3.shader.Shader;
|
|
|
import com.jme3.shader.Shader.ShaderSource;
|
|
|
+import com.jme3.system.AppSettings;
|
|
|
import com.jme3.texture.FrameBuffer;
|
|
|
import com.jme3.texture.Image;
|
|
|
import com.jme3.texture.Texture;
|
|
@@ -321,39 +322,38 @@ public interface Renderer {
|
|
|
|
|
|
/**
|
|
|
* If enabled, color values rendered to the main framebuffer undergo
|
|
|
- * linear -> sRGB conversion.
|
|
|
+ * linear -> sRGB conversion.
|
|
|
*
|
|
|
* This is identical to {@link FrameBuffer#setSrgb(boolean)} except it is toggled
|
|
|
* for the main framebuffer instead of an offscreen buffer.
|
|
|
*
|
|
|
* This should be set together with {@link Renderer#setLinearizeSrgbImages(boolean)}
|
|
|
*
|
|
|
- * As a shorthand, the user can set {@link AppSettings#setSrgbPipeline(boolean)} to true
|
|
|
+ * As a shorthand, the user can set {@link AppSettings#setGammaCorrection(boolean)} to true
|
|
|
* to toggle both {@link Renderer#setLinearizeSrgbImages(boolean)} and
|
|
|
* {@link Renderer#setMainFrameBufferSrgb(boolean)} if the
|
|
|
- * {@link Caps#} is supported by the GPU.
|
|
|
+ * {@link Caps#Srgb} is supported by the GPU.
|
|
|
*
|
|
|
* @throws RendererException If the GPU hardware does not support sRGB.
|
|
|
*
|
|
|
- * @seealso FrameBuffer#setSrgb(boolean)
|
|
|
- *
|
|
|
- * @seealso Caps#Srgb
|
|
|
+ * @see FrameBuffer#setSrgb(boolean)
|
|
|
+ * @see Caps#Srgb
|
|
|
*/
|
|
|
public void setMainFrameBufferSrgb(boolean srgb);
|
|
|
|
|
|
/**
|
|
|
- * If enabled, all {@link Image images} with the {@link Image#setSRGB(boolean) sRGB flag}
|
|
|
+ * If enabled, all {@link Image images} with the {@link Image#setColorSpace(com.jme3.texture.image.ColorSpace) sRGB flag}
|
|
|
* set shall undergo an sRGB to linear RGB color conversion when read by a shader.
|
|
|
*
|
|
|
* The conversion is performed for the following formats:
|
|
|
- * - {@link Format#RGB8}
|
|
|
- * - {@link Format#RGBA8}
|
|
|
- * - {@link Format#Luminance8}
|
|
|
- * - {@link Format#LuminanceAlpha8}
|
|
|
- * - {@link Format#DXT1}
|
|
|
- * - {@link Format#DXT1a}
|
|
|
- * - {@link Format#DXT3}
|
|
|
- * - {@link Format#DXT5}
|
|
|
+ * - {@link Image.Format#RGB8}
|
|
|
+ * - {@link Image.Format#RGBA8}
|
|
|
+ * - {@link Image.Format#Luminance8}
|
|
|
+ * - {@link Image.Format#Luminance8Alpha8}
|
|
|
+ * - {@link Image.Format#DXT1}
|
|
|
+ * - {@link Image.Format#DXT1A}
|
|
|
+ * - {@link Image.Format#DXT3}
|
|
|
+ * - {@link Image.Format#DXT5}
|
|
|
*
|
|
|
* For all other formats, no conversion is performed.
|
|
|
*
|
|
@@ -361,9 +361,9 @@ public interface Renderer {
|
|
|
*
|
|
|
* @throws RendererException If the GPU hardware does not support sRGB.
|
|
|
*
|
|
|
- * @param linearize If sRGB images undergo sRGB -> linear conversion prior to rendering.
|
|
|
+ * @param linearize If sRGB images undergo sRGB -> linear conversion prior to rendering.
|
|
|
*
|
|
|
- * @seealso Caps#Srgb
|
|
|
+ * @see Caps#Srgb
|
|
|
*/
|
|
|
public void setLinearizeSrgbImages(boolean linearize);
|
|
|
|