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authorJulian Eisel <julian@blender.org>2020-06-12 13:06:26 +0300
committerJulian Eisel <julian@blender.org>2020-06-12 14:12:45 +0300
commita809631ff26204fda393a6cdaffc5a3e8764fb62 (patch)
treebc86a46c56ae7123921705eb78ff878fdd54383c /intern
parentf12fe3c23eb42c1db190fcbed2dc222a5441a632 (diff)
VR: Fix too dark rendering on SteamVR
Apply the sRGB transform workaround we already apply for Monado (and used to apply for Windows Mixed Reality).
Diffstat (limited to 'intern')
-rw-r--r--intern/ghost/intern/GHOST_XrSession.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/ghost/intern/GHOST_XrSession.cpp b/intern/ghost/intern/GHOST_XrSession.cpp
index edc4960cf32..7ae819dbfb2 100644
--- a/intern/ghost/intern/GHOST_XrSession.cpp
+++ b/intern/ghost/intern/GHOST_XrSession.cpp
@@ -380,7 +380,8 @@ static bool ghost_xr_draw_view_expects_srgb_buffer(const GHOST_XrContext *contex
/* Monado seems to be faulty and doesn't do OETF transform correctly. So expect a SRGB buffer to
* compensate. You get way too dark rendering without this, it's pretty obvious (even in the
* default startup scene). */
- return (context->getOpenXRRuntimeID() == OPENXR_RUNTIME_MONADO);
+ GHOST_TXrOpenXRRuntimeID runtime_id = context->getOpenXRRuntimeID();
+ return (runtime_id == OPENXR_RUNTIME_MONADO) || (runtime_id == OPENXR_RUNTIME_STEAMVR);
}
void GHOST_XrSession::drawView(GHOST_XrSwapchain &swapchain,