Shader code already has functions for converting from/to sRGB, and it's in the generated shaders unless you disable sRGB both in textures and output color space. Maybe there's something wrong (e.g. is it converting sRGB->linear twice when reading a texture?). I make heavy use of the generated shaders in my engine, so I'll have to investigate this...
2013/7/28 Jason Wilkins <[email protected]> > OpenGL has the ability to automatically convert colors to the sRGB color > space when writing them to the framebuffer and also to read from textures > in a mode that treats the texture as being in sRGB space. > > Since I've converted GHOST to use GLEW in order to load WGL extensions I > was thinking it would be easy to go ahead and enable sRGB frame buffers as > an option (sRGB textures could come when I'm writing shaders later). > > sRGB can be selectively enabled/disabled as you draw. > > It should be off for drawing the UI and other elements whose colors were > selected by the user by looking at how they look on a computer monitor. > > It should only be on for elements like lit polygon models in the viewport > so that the lighting computations final result is gamma correct. > > But elements in the viewport like the grid floor, wireframes, outlines, > etc. should also not be rendered in sRGB because they are also UI elements. > > This leaves images like textures, previews, and render results. > > If an image is a jpg or something that has no color correction then can I > assume it is already in sRGB and doesn't need correction? > > And if an image does have color correction information I can assume that > Blender has already taken steps to make sure it is in sRGB? > > The leaves me thinking that the only place where Blender is not sRGB > correct is when drawing lit 3D models to the viewport. So it should be > fairly easy to enable that. > > It also seems that when reading textures almost all of them will be in > sRGB, so special shader code will be needed to map them to linear inside of > shaders. However, since it is so rare for shaders to be gamma correct, > this might actually result in strange looking results to people used to > incorrect lighting computations. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
