Brecht Van Lommel
33f5e8f239
Cycles: load 8 bit image textures as half float for some color spaces
...
For non-raw, non-sRGB color spaces, always use half float even if that uses
more memory. Otherwise the precision loss from conversion to scene linear or
sRGB (as natively understood by the texture sampling) can be too much.
This also required a change to do alpha association ourselves instead of OIIO,
because in OIIO alpha multiplication happens before conversion to half float
and that gives too much precision loss.
Ref T68926
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..
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