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RGB->BGR swap


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Hi,

We're rendering to a texture for a broadcast application, and the broadcast hardware expects BGRA-ordered pixels. Currently, Unigine renders an image with R and B swapped, and I've been looking for the best way to fix this. Do we need to write a custom postprocessing filter?

Thanks!

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One easy way would to be to add a Color Correction LUT (check the docs) that's identical to the standard one but with the colours swapped in an image editor.

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