[Bf-blender-cvs] [a809631ff26] master: VR: Fix too dark rendering on SteamVR

Julian Eisel noreply at git.blender.org
Fri Jun 12 13:14:08 CEST 2020


Commit: a809631ff26204fda393a6cdaffc5a3e8764fb62
Author: Julian Eisel
Date:   Fri Jun 12 12:06:26 2020 +0200
Branches: master
https://developer.blender.org/rBa809631ff26204fda393a6cdaffc5a3e8764fb62

VR: Fix too dark rendering on SteamVR

Apply the sRGB transform workaround we already apply for Monado (and used
to apply for Windows Mixed Reality).

===================================================================

M	intern/ghost/intern/GHOST_XrSession.cpp

===================================================================

diff --git a/intern/ghost/intern/GHOST_XrSession.cpp b/intern/ghost/intern/GHOST_XrSession.cpp
index edc4960cf32..7ae819dbfb2 100644
--- a/intern/ghost/intern/GHOST_XrSession.cpp
+++ b/intern/ghost/intern/GHOST_XrSession.cpp
@@ -380,7 +380,8 @@ static bool ghost_xr_draw_view_expects_srgb_buffer(const GHOST_XrContext *contex
   /* Monado seems to be faulty and doesn't do OETF transform correctly. So expect a SRGB buffer to
    * compensate. You get way too dark rendering without this, it's pretty obvious (even in the
    * default startup scene). */
-  return (context->getOpenXRRuntimeID() == OPENXR_RUNTIME_MONADO);
+  GHOST_TXrOpenXRRuntimeID runtime_id = context->getOpenXRRuntimeID();
+  return (runtime_id == OPENXR_RUNTIME_MONADO) || (runtime_id == OPENXR_RUNTIME_STEAMVR);
 }
 
 void GHOST_XrSession::drawView(GHOST_XrSwapchain &swapchain,



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