Hello,
I was integrating RTXGI into our project and the results I got differed quite a lot from the sample included with the SDK.
I tracked down the difference stemming from how we treat the albedo (baseColor) texture versus how the sample does it. And now I’m a bit confused.
My understanding is that in GLTF with pbrMetallicRoughness the albedo texture is supposed to be encoded with sRGB, from the spec:
"baseColorTexture: The base color texture. The first three components (RGB) **MUST** be encoded with the sRGB transfer function."
From what I can see the sample does not perform any conversion of the albedo read from the texture from sRGB to Linear, is this correct?
If so, what would be the reason for this?