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Bitmap gamma hell with C++ SDK

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Anonymous
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Bitmap gamma hell with C++ SDK

Hi, I'm working on a 3DS Max 2019 exporter to Open Scene Graph plugin and exporting textures is part of the exporter's task, as these are embeded in processed binary form inside the exported file. I am trying to handle sRGB textures properly, which wasn't the case before. Ive read this section of the documentation http://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/index.html?url=files/GUID-9A15A1FA-42FD... and gamma handling seems pretty straightforward.

Unfortunately, I am having a very hard time getting my export to work when it comes to the correct color outputs. This may be partially due to how I define the output OSG format, but I think I've got this nailed down. So now I would like to know if there is something else to do to be sure to have linear physical space color values from Bitmaps 100% of the time. Here's what I am doing right now:

* The 3DS Max scene to export has Gamma / LUT enabled (set in render settings). My textures look fine in 3DS Max by the way.

* I call GetLinearPixels on the Bitmap to have linear physical space values

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