From 8439935d8d8c8198c8847766edd1c2b824456e39 Mon Sep 17 00:00:00 2001 From: "David E. DeMarle" Date: Thu, 28 Oct 2021 09:01:21 -0400 Subject: [PATCH] WIP: do not muck with brightness level needs some history spelunking to check if this is the right fix likely we need to take a look at textures and colormap special cases that may no longer be required. this does make wavelet surface look correct now so it is close. --- Rendering/RayTracing/vtkOSPRayPass.cxx | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Rendering/RayTracing/vtkOSPRayPass.cxx b/Rendering/RayTracing/vtkOSPRayPass.cxx index b9c317270c5..423f207d88d 100644 --- a/Rendering/RayTracing/vtkOSPRayPass.cxx +++ b/Rendering/RayTracing/vtkOSPRayPass.cxx @@ -80,9 +80,10 @@ public: auto bgMode = vtkOSPRayRendererNode::GetBackgroundMode(ren); bool useHdri = ren->GetUseImageBasedLighting() && ren->GetEnvironmentTexture() && bgMode == vtkOSPRayRendererNode::Environment; - ss << "gl_FragData[0] = vec4(pow(color.rgb, vec3(1.0/2.2)), " - << (useHdri ? "1.0)" : "color.a)") << ";\n"; + //ss << "gl_FragData[0] = vec4(pow(color.rgb, vec3(1.0/2.2)), " + // << (useHdri ? "1.0)" : "color.a)") << ";\n"; this->BgMode = bgMode; + ss << "gl_FragData[0] = color;\n"; } else { -- GitLab