Korijn van Golen

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I looked through your changes and noticed you are configuring the [texture format](https://webgpu.rocks/reference/enum/gputextureformat/#idl-gputextureformat) to include a `-srgb` suffix. I guess this triggers a different texture sampling mode. wgpu docs on...

I think that's how @panxinmiao has implemented it (more or less) in #324 right?

> Most examples in wgpu upstream use srgb, but I guess this convention does not hold for our ecosystem? This leaves me wondering if those wgpu upstream examples also have...

This thread from UE4 seems to indicate the bit resolution of image textures also influences the outcome? https://forums.unrealengine.com/t/problems-with-srgb-and-washed-out-textures/129683

There's also this article which suggests we would need to do something in our shaders: http://filmicworlds.com/blog/linear-space-lighting-i-e-gamma/

You can read about three.js handling here: https://threejs.org/docs/index.html?q=color#manual/en/introduction/Color-management, specifically the section "Roles of color spaces"

> Maybe we need to checkout some more how other render engines do this. Three.js: [texture has a flag](https://threejs.org/docs/index.html?q=text#api/en/textures/Texture.encoding) Unreal: [texture has a flag](https://forums.unrealengine.com/t/problems-with-srgb-and-washed-out-textures/129683) Unity: [texture has a flag](https://docs.unity3d.com/Manual/LinearRendering-LinearTextures.html#DisablingsRGBSampling) Godot:...

:+1: was also looking for this feature. Another example: ``` javascript function handleFailure(xhr, promise) { var azureError = qq.azure.util.parseAzureError(xhr.responseText, log), errorMsg = "Problem sending file to Azure"; promise.failure({error: errorMsg, azureError:...

Semi-related question: is this supposed to trigger the callback `onError`? We're attached a logger and it's not logging anything. :) If not, how do I hook in to this?

Is there any plan to complete this item?