baseColorTexture double-gamma?

I am seeing a discrepancy between Sandbox and VS Code Sandbox. baseColorTexture seems to be shown with double-gamma in VS Code.

Is this something that’s been changed between versions 5.0.0-alpha.60 and 5.0.0-beta.9 or is it something on the VS Code/glTF Tools side?

Linear vs. gamma display, via 3ds Max gamma settings:

On a related note, the Debug Mode control has a spelling error for “Albdeo Map” :smiley:
Debug Mode Albdeo Map

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PR created:

Thanks for reporting!

IDK, try to open it in another GLB viewer and compare.


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@bghgary , @DarraghBurke anything popping to mind from recent changes which could create this artefact ?

I think some changes were being done to the texture viewer regarding color space and such ?

I can’t remember any changes to the texture inspector that would relate to this. Since this disparity is visible in the scene itself, I would assume this has something to do with texture loading rather than the inspector. Maybe Gary will remember something?

Here are the changes to the .gltf loader: History for loaders/src/glTF/2.0/glTFLoader.ts - BabylonJS/Babylon.js (

might one use the old version with srgb still on @bghgary ?

The srgb buffers thing is the cause since it’s turned on in the vscode version and turned off in the sandbox’s version. But the main issue is that the texture inspector is not taking this flag on the texture into account and is displaying it wrong when it’s on. The content is drawn correctly whether it’s on or not. It looks different because the IBL is different. If you change the IBL to be the same, they look the same.

@DarraghBurke Do you want to fix the texture inspector issue?

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Fix for the texture inspector preview is in PR, will be merged shortly: [Inspector] Display linear texture previews correctly by darraghjburke · Pull Request #12055 · BabylonJS/Babylon.js (

Thanks for the report :slight_smile: