http://bugs.winehq.org/show_bug.cgi?id=12453
Paul "TBBle" Hampson Paul.Hampson@Pobox.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |Paul.Hampson@Pobox.com
--- Comment #14 from Paul "TBBle" Hampson Paul.Hampson@Pobox.com 2009-01-06 00:07:59 --- (In reply to comment #8)
Created an attachment (id=18409)
--> (http://bugs.winehq.org/attachment.cgi?id=18409) [details]
Small sRGB hack
The attached patch should give a significant performance improvement to most source engine based games. It's also obviously incorrect, of course.
If I'm following that patch correctly, then it simply disables support for the SRGB_TEXTURE sampler state, which seems to overly brighten everything when applied to Warhammer Online (which seems to suffer the same bug except in texture, not cubetexture.). I guess that makes sense, since it's disabling the sRGB->linear conversion in the texture sampler, since linear values are lower than the sRGB value for the same colour. (Assuming I've got sRGB correct...)
If I'm understanding the code and specs correctly, then the problem is that D3D lets the sampler have sRGB->linear conversion turned on and off whenever it likes, while OpenGL requires a reload of the relevant texture with a different format.