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Make a comment more understandable
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@ -2,8 +2,6 @@
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use std::time::Instant;
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use glow::HasContext;
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mod utils;
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use utils::Triangler;
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@ -164,17 +164,19 @@ impl<G: Gl> Renderer<G> {
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///
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/// `output_srgb` controls whether the shader outputs sRGB colors, or linear
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/// RGB colors. In short:
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/// - If you're outputting to the screen and haven't specified the framebuffer
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/// - If you're outputting to a display and haven't specified the framebuffer
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/// is sRGB (e.g. with `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably
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/// want `output_srgb=true`.
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/// - If you're outputting to a screen with an sRGB framebuffer (e.g. with
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/// - OpenGL ES doesn't support sRGB framebuffers, so you almost always
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/// want `output_srgb=true` if you're using OpenGL ES and you're outputting
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/// to a display.
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/// - If you're outputting to a display with an sRGB framebuffer (e.g. with
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/// `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably want
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/// `output_srgb=false`, as OpenGL will convert to sRGB itself.
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/// - If you're not outputting to some intermediate framebuffer, then you
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/// probably want `output_srgb=false` to keep the colours in linear
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/// color space, and then convert them to sRGB at some later stage.
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/// - OpenGL ES doesn't support sRGB framebuffers, so you almost always
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/// want `output_srgb=true`.
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/// - If you're not outputting to a display, but instead to some intermediate
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/// framebuffer, then you probably want `output_srgb=false` to keep the
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/// colors in linear color space, and then convert them to sRGB at some
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/// later stage.
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///
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/// # Errors
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/// Any error initialising the OpenGL objects (including shaders) will
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