From 1dee6594c4e901556b3fcb32bfb2ba00c253686c Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Thu, 8 Jul 2021 23:37:53 +0100 Subject: [PATCH] Make a comment more understandable --- imgui-glow-renderer/examples/02_triangle.rs | 2 -- imgui-glow-renderer/src/lib.rs | 16 +++++++++------- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index 283b011..9f07f72 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -2,8 +2,6 @@ use std::time::Instant; -use glow::HasContext; - mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 393c16c..7e50040 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -164,17 +164,19 @@ impl Renderer { /// /// `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