Intepret glTF colors as linear instead of sRGB (#6828)
# Objective Fixes #6827 ## Solution Use the `Color::rgba_linear` function instead of the `Color::rgba` function to correctly interpret colors from glTF files in the linear color space rather than the incorrect sRGB color space
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				| @ -669,7 +669,7 @@ fn load_material(material: &Material, load_context: &mut LoadContext) -> Handle< | ||||
|     load_context.set_labeled_asset( | ||||
|         &material_label, | ||||
|         LoadedAsset::new(StandardMaterial { | ||||
|             base_color: Color::rgba(color[0], color[1], color[2], color[3]), | ||||
|             base_color: Color::rgba_linear(color[0], color[1], color[2], color[3]), | ||||
|             base_color_texture, | ||||
|             perceptual_roughness: pbr.roughness_factor(), | ||||
|             metallic: pbr.metallic_factor(), | ||||
| @ -682,7 +682,7 @@ fn load_material(material: &Material, load_context: &mut LoadContext) -> Handle< | ||||
|                 Some(Face::Back) | ||||
|             }, | ||||
|             occlusion_texture, | ||||
|             emissive: Color::rgba(emissive[0], emissive[1], emissive[2], 1.0), | ||||
|             emissive: Color::rgb_linear(emissive[0], emissive[1], emissive[2]), | ||||
|             emissive_texture, | ||||
|             unlit: material.unlit(), | ||||
|             alpha_mode: alpha_mode(material), | ||||
|  | ||||
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