Hi, Oculus official and developers:The code provided by Oculus official
can be found here: Downloads - Oculus OpenXR Mobile SDKUsing
XrCompositor_NativeActivity to have a test. As the code shown, the
default color space is GL_SRGB8_ALPHA8. But when I...
In their sample code like xrPassthroughGl.app, the descripted that://
This app was originally written with the presumption that // its
swapchains and compositor front buffer were RGB. // In order to have the
colors the same now that its compositing /...
Both RGB and sRGB app will show brighter images on the screen. but if
you use GL(glDisable(GL_FRAMEBUFFER_SRGB_EXT)) for sRGB app, it will be
correct on the screen.As for RGB app, I found nothing helpful except do
gamma correction manually in app sid...
As for GL_RGBA8, I really think it is Quest's issue not related to the
app developments.I have posted an issue in community to see if they will
response.Strange color when change the sample app to GL_RGB... - Meta
Community Forums - 1145437 (atmeta.c...
Hi, guys,I found that if we use glReadPixels() to dump the images from
the frame buffer or swapchain image, only with
glDisable(GL_FRAMEBUFFER_SRGB) , the app itself has correct color. So, I
think if APP pass a wrong color, Quest will show this wrong...