# City base-texture color-space diagnostic (r326)

The user reports that the road and city textures look too dark. This comparison
isolates texture sampling and display encoding at L4RA Route 450, distance 550,
radius 120, with the Miata selected. Each screenshot is a 1280 x 720 packaged
Chrome view; all reached `City scene ready` with 22,508 triangles and 128 nearby
textures.

| Capture | Texture upload | Fragment output | Road crop mean RGB |
| --- | --- | --- | --- |
| [r324 baseline](../webgl-city/review/images/467-r324-packaged-miata-city.png) | `RGBA8` | unchanged | (51, 52, 52) |
| [r325 sample-only](../webgl-city/review/images/470-r325-srgb-sample-only.png) | `SRGB8_ALPHA8` | unchanged | (18, 19, 19) |
| [r326 paired path](../webgl-city/review/images/469-r326-srgb-pipeline.png) | `SRGB8_ALPHA8` | linear-to-sRGB encoding | (73, 75, 75) |

The paired sRGB path preserves the source lane markings and raises pavement
luminance at this fixed pose. The sRGB texture format without matching output
encoding is substantially darker. The viewer now exposes both operations only
through `debugSrgbTextures=1` and `debugSrgbOutput=1`; the default remains the
r324 upload path until there is an XP retail comparison for this legacy D3D
material pipeline. These screenshots are a color-space experiment, not proof
that the brighter output matches the game.
