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Regards
-Mark
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On Jul 22, 2019, at 14:05, Ken Russell <k...@chromium.org> wrote:OK, I see. Then maybe you should draw to an offscreen framebuffer and do a tone mapping pass, drawing to the canvas's internal back buffer, which applies the gamma curve you expect.
Unity demoed linear rendering a while back in https://blogs.unity3d.com/2017/07/17/linear-rendering-support-with-webgl-2-0/ but I think the main extension they were missing was sRGB DXT textures.
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-Mark
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