Fix use of srgb format for texture maps (from glb meshes) #931
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🦟 Bug fix
Summary
Continuing efforts from gazebosim/gz-common#532 for fixing rendering of glb meshes, this PR fixes the texture formats for textures coming from glb meshes. Previous behavior assumes all PBR textures are in sRGB format as the result the meshes are rendered darker than it should be. Only certain textures, (e.g. diffuse, emissive, and lightmap textures) should be in sRGB.
You can test with this water_bottle.sdf world.
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