Re: 2D antialiased graphics using OpenGL
Billy Biggs <[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Martijn Sipkema ([email protected]): > But how can one do compositing when gamma is not 1? AFAIK graphics > hardware expects a framebuffer with a gamma of 1, i.e. a smooth > shading will not render gamma corrected in hardware, right? > > I'd rather have convenient, fast rendering and suffer slightly worse > resolution in some color range. If 8 bit per channel is not enough, > then the hardware should provide more. OpenGL rendering clearly > expects a gamma == 1 framebuffer I think... What do you mean when you say 'a gamma of 1'? I don't think I understand your post. I render pixels in my application for sRGB, which uses a gamma of 2.2 and a funky power function as a model of modern LCD panels and CRTs. This standard seems well accepted. How does this relate to 'a gamma of 1', are you saying that when I give pixels to OpenGL, that I should populate texture pixels as sRGB values, or that I should reverse my sRGB transform? Like, consider the case of taking any standard PNG file and loading it into a texture. What do you see happening ideally? -Billy