Open kg opened 7 months ago
The difference is in the way blending/rendering works for the RT; sampling is consistent. Disabling blending when drawing to it makes it work the same on both.
Let's add this when gpu is ready, we should make sure it works there first.
I vaguely recall this working in XNA - I think escape goat 2 used it. Right now it works for D3D11 and Vulkan with this change, but the behavior is different when sampling from the resulting RT.
D3D11:
Vulkan:
Maybe an sRGB vs linear thing? Not sure.