Recently the last of a painting ui rt changed from float srgb
Things did not cause I expect the alpha blending results to differ
I think it's because
1.artists workflow ps in the linear space
2.onchip memory has always been independent of 32bits and precision framebuffer
Therefore, although not srgb lose shadow detail but this thing is very stable and can ensure ps game has been the result of a complex mixture such as ps in with the bloom and then rasterized into pixels saved
I thought before rt set srgb each time the results are mixed up on srgb be different because it seems that there is no risk of 2
If not powervr not apple
Those other hardware. . . . I doubt the accuracy of their mem
In particular, do not even onchip eighty percent of all mobile phones will now pit tile base of the bar. . .
I remember before dx9 those cards do here is a mess
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https://www.cnblogs.com/minggoddess/p/5888808.html
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Ps linear arrangement of the color space provided inside the working space into a custom rgb gamma value 1.0
Before ui rt with srgb
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There are only two things that need to be addressed before rgba8 linear srgb
Precision floating-point buffer on the need to deal with this matter
Rt preceding line are apart float (linear) HDR