Re: 2D antialiased graphics using OpenGL
Billy Biggs <[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Martijn Sipkema ([email protected]): > > > I think windows doesn't use a corrected framebuffer normally, I'm not > > > sure though, but that doesn't mean we should not either... > > > > You're trying to politicize gamma correction? > > Well, yes! :) Good, glad that's out in the open. ;-) I mean, you make a reasonable argument. If framebuffers were linear intensity values rather than voltage values, a lot of things would be easier, including being able to turn 'naive' hardware implementations of algorithms such as compositing to be correct. All of this is true. But I don't buy the argument that OpenGL expects a linear framebuffer. When I specify a colour as an RGB triple in OpenGL, I am pretty sure that it expects gamma corrected values. I will try and find some better references. I mean, the difference between rendering gradients and compositing in a non-gamma corrected space and doing the correct transform are visible and annoying, but not to the casual observer, and it's expensive to correct in hardware. Hence, we have the situation we are currently in, which is not as bad as you make it out to be. -Billy