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Improve texture filtering by doing it in gamma space (#7311)
* Closes https://github.com/emilk/egui/pull/5839 This makes some transparent images look a lot nicer when blended:  Cursive text will also look nicer. This unfortunately changes the contract of what `register_native_texture` expects --------- Co-authored-by: Adrian Blumer <blumer.adrian@gmail.com>
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@@ -159,7 +159,7 @@ impl ColorTest {
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ui.separator();
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// TODO(emilk): test color multiplication (image tint),
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// to make sure vertex and texture color multiplication is done in linear space.
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// to make sure vertex and texture color multiplication is done in gamma space.
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ui.label("Gamma interpolation:");
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self.show_gradients(ui, WHITE, (RED, GREEN), Interpolation::Gamma);
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@@ -191,8 +191,8 @@ impl ColorTest {
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ui.separator();
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ui.label("Linear interpolation (texture sampling):");
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self.show_gradients(ui, WHITE, (RED, GREEN), Interpolation::Linear);
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ui.label("Texture interpolation (texture sampling) should be in gamma space:");
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self.show_gradients(ui, WHITE, (RED, GREEN), Interpolation::Gamma);
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}
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fn show_gradients(
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@@ -245,11 +245,10 @@ impl ColorTest {
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let g = Gradient::endpoints(left, right);
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match interpolation {
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Interpolation::Linear => {
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// texture sampler is sRGBA aware, and should therefore be linear
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self.tex_gradient(ui, "Texture of width 2 (test texture sampler)", bg_fill, &g);
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}
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Interpolation::Linear => {}
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Interpolation::Gamma => {
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self.tex_gradient(ui, "Texture of width 2 (test texture sampler)", bg_fill, &g);
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// vertex shader uses gamma
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self.vertex_gradient(
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ui,
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@@ -330,7 +329,10 @@ fn vertex_gradient(ui: &mut Ui, bg_fill: Color32, gradient: &Gradient) -> Respon
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#[derive(Clone, Copy)]
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enum Interpolation {
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/// egui used to want Linear interpolation for some things, but now we're always in gamma space.
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#[expect(unused)]
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Linear,
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Gamma,
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}
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