Re: 2D antialiased graphics using OpenGL
Billy Biggs <[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Martijn Sipkema ([email protected]): > > 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. [...] > > Actually, I don't think OpenGL really cares about gamma, but the way > blending and smooth shading is defined is only correct for a gamma > corrected frame buffer. It is _impossible_ to do rendering in a > nonlinear color space without a loss in performance, e.g. write only > algorithms would now need to be read-write. It is IMHO better to just > use a higher resolution framebuffer. Well up until now I have avoided the higher-bit framebuffer issue. I kind of assumed that if you had a 10 bit per channel pixel format, that it would be linear and all of the advantages hold. Similarly if we had a floating point framebuffer. I don't know if either is true. But using the LUTs and screwing all of the 2D code that currently assumes sRGB seems wrong and broken, just like using 8 bit per channel linear intensity pixels is a horrible loss in quality. -Billy