Description
I have been experiencing a weird bug.I first was sure SRGB setup was wrong in our engine,But it isn't.We compare also with Desktop OpenGL 4.4 env.
Example:
Iphone 6 , OpenGL ES3.0
Created a set of textures from PNG and exported to PVRTC 4bpp RGB sRGB.
Also exported the same set to PVRTC 4bpp RGB linear RGB.
When comparing visuals with either set, the results look exactly the same - they are over exposed.
That means that the space of the textures is not sRGB but rather linear. I made sure iPhone's default Framebuffer has a color format of sRGBA8888 .It all good.Also falling back to non sRGB FBO gets dark results which is fine.
Additionally,as we use your PVR loader API,I checked if the PVR header fetched colorSpace == sRGB.So it does.I also noticed that inside PVRTexToolGUI app,after the export is done, the texture format always shows :" PVRTC Xbpp RGB" but never SRGB.Not sure if it is meant to be like that.Please let me know if you can confirm there is a bug with sRGB space textures .Thanks