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 std::time::Instant;
use glow::HasContext;
mod utils; mod utils;
use utils::Triangler; use utils::Triangler;

View File

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