diff options
author | Julian Eisel <julian@blender.org> | 2020-06-12 13:06:26 +0300 |
---|---|---|
committer | Julian Eisel <julian@blender.org> | 2020-06-12 14:12:45 +0300 |
commit | a809631ff26204fda393a6cdaffc5a3e8764fb62 (patch) | |
tree | bc86a46c56ae7123921705eb78ff878fdd54383c /intern | |
parent | f12fe3c23eb42c1db190fcbed2dc222a5441a632 (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.cpp | 3 |
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, |