When to call glEnable(GL_FRAMEBUFFER_SRGB)?
- by Steven Lu
I have a rendering system where I draw to an FBO with a multisampled renderbuffer, then blit it to another FBO with a texture in order to resolve the samples in order to read off the texture to perform post-processing shading while drawing to the backbuffer (FBO index 0).
Now I'd like to get some correct sRGB output... The problem is the behavior…