We currently call glEnable(GL_FRAMEBUFFER_SRGB) and glDisable(GL_FRAMEBUFFER_SRGB) for drawing the final image to the screen for every frame. This can probably be avoided, because writes to non-sRGB textures are still considered to be linear (http://stackoverflow.com/a/11386809).
We currently call glEnable(GL_FRAMEBUFFER_SRGB) and glDisable(GL_FRAMEBUFFER_SRGB) for drawing the final image to the screen for every frame. This can probably be avoided, because writes to non-sRGB textures are still considered to be linear (http://stackoverflow.com/a/11386809).