Make a comment more understandable

This commit is contained in:
John-Mark Allen 2021-07-08 23:37:53 +01:00 committed by Jack Spira
parent 2ab0878f88
commit 1dee6594c4
2 changed files with 9 additions and 9 deletions

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@ -2,8 +2,6 @@
use std::time::Instant;
use glow::HasContext;
mod utils;
use utils::Triangler;

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