Fix color distortion in low light conditions #630
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🦟 Bug fix
Summary
This replaces the gamma correction QML element and instead tells Qt to copy the texture as is without decoding from srgb->rgb. This is an alternative to #629
Using Renderdoc, I found that no matter what the target render texture is (RGBA8_UNORM_SRGB or RGBA8_UNORM), the back color buffer (what Qt displays on the screen) always converts it to RGB8_UNORM. I also found that there's a parameter that can be set on a texture to tell OpenGL to not do any srgb->linear conversion https://docs.imgtec.com/reference-manuals/open-gl-es-extensions/html/topics/GL_EXT/texture-sRGB-decode.html
This fixes various distortion issues. Here are some examples:
Banding in specular highlights
Before


After
Color distortion in low light conditions
Before

After

Additional information in https://github.com/azeey/gz-rendering-benchmark/tree/main/gamma_correction
Checklist
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