Happenstance Posted July 1, 2018 Share Posted July 1, 2018 Anyone noticed textures rendering differently on skyboxes than normal shapes? Here's what I'm seeing on my end using latest dev branch (but also tried in 3.10.1 as well - same issue).http://www.jesterdance.com/t3d-weirdsky.pngOn the left is the texture in paint.net, the cube on the right is a TSStatic textured with the same tex and behind it is the skybox also using the same texture. The skybox colors are off somehow. Tried with other cubemaps as well, including the night sky which renders as brighter and more washed out than it's supposed to be. Quote Link to comment Share on other sites More sharing options...
Duion Posted July 2, 2018 Share Posted July 2, 2018 When you open the material editor and pick a diffuse color, there is a checkbox that says "use sRG" color space (probably a spelling error should be sRGB) then you can see the difference.So your texture uses sRGB default color space, while the skybox material uses the other something whatever color space. Through this option you cannot fix your problem, but it should give you a hint what is causing it, it probably needs to be changed in source code somewhere to use sRGB as well like the regular materials. Quote Link to comment Share on other sites More sharing options...
Happenstance Posted July 3, 2018 Author Share Posted July 3, 2018 Thanks. I don't seem to have the sRGB checkbox on my end but that's a good starting point. Quote Link to comment Share on other sites More sharing options...
Duion Posted July 3, 2018 Share Posted July 3, 2018 You need to open the diffuse color in a regular material and in the color picker that pops up you will have that checkbox. As I said you cannot influence the texture color with that, especially not the skybox, but I'm quite sure the color space is the issue here, since if you select the color orange like in your first image and then switch to non sRGB it will appear more yellow like what your skybox looks. Quote Link to comment Share on other sites More sharing options...
Happenstance Posted July 4, 2018 Author Share Posted July 4, 2018 Could you take a screenshot of where the option is? Maybe I'm overlooking it. This is what I'm seeing (build based on dev branch as of 6/25):http://www.jesterdance.com/srgb_huh.jpg Quote Link to comment Share on other sites More sharing options...
Duion Posted July 4, 2018 Share Posted July 4, 2018 Right in the empty space where it is not in your screenshot, what version are you running? I run 3.10 and it is there. Quote Link to comment Share on other sites More sharing options...
Azaezel Posted July 4, 2018 Share Posted July 4, 2018 If you're using development, that temp isSRGB checkbox was there at one point prior to standardizing how colors are handled by the engine. A proper fix'll likely be takinghttps://github.com/GarageGames/Torque3D/blob/b914670338c3740cd195a9e0094f2e0aa4b919ef/Engine/source/gfx/sim/cubemapData.cpp#L114andhttps://github.com/GarageGames/Torque3D/blob/b914670338c3740cd195a9e0094f2e0aa4b919ef/Engine/source/gfx/sim/cubemapData.cpp#L148and swapping that GFXStaticTextureProfile on over to GFXStaticTextureSRGBProfile (s) in your case. (perhaps most cases.) Quote Link to comment Share on other sites More sharing options...
Happenstance Posted July 4, 2018 Author Share Posted July 4, 2018 Thanks - that's made it look much closer to how I'd expect. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.