You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Right now when we sample or write to a texture the [f32; 4] is just mapped linearly to a [u8; 4]. We need to take into account if the texture format is Srgba and do gamma correction.