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Missing articles about linear workflow and sRGB correction
This is an important topic that needs to be covered in the manual; far too much of this topic is tribal knowledge at the moment.
This should cover:
- [ ] Why it's important to be linear
- [ ] How to convert eg. light / material colors from sRGB to linear
- [ ] The fact that vertex colors are still always linear and should be stored as floats
- [ ] How to ensure sRGB is enabled on input textures
- [ ] How to ensure an sRGB framebuffer or postprocessing filter
- [ ] Adjusting light attenuation curves
- [ ] A link to simplepbr might help, too
Can you Assign it to me I would love to work on this