On 12/30/07, Martin Spacek <[EMAIL PROTECTED]> wrote:
>
> Andrew Straw wrote:
> > I understand Martin's question to mean that he wants to modify the LUT
> > used by the RAMDAC in the video card. The shader route, or anything that
> > just alters what goes into the framebuffer, is probably not what he's
> > after. Instead, he's after how the framebuffer is interpreted.
> >
> > Digging through the SDL sources, it appears that for X11, the call is
> > XStoreColors. For Windows, SetDeviceGammaRamp. For Mac OS X Quartz, it's
> > CGSetDisplayTransferByTable.
> >
> > Hope that helps,
> > Andrew
>
> Yeah, that's what I meant :) Andrew and I and many others use VisionEgg
> (which currently relies on pygame/SDL) for generating visual stimuli for
> use in psychophysics and neurophysiology. We often need to linearize the
> output of the display, so that a pixel value of 255 really is 255 times
> brighter (in candels/m^2, as measured by a light meter) than a pixel
> value of 1. We do this by gamma correction.
>
> I'm looking at extending VisionEgg to use pyglet as an alternative to
> pygame, so we can take advantage of multiple windows on multiple
> screens. It's been very easy so far, and gamma correction is about the
> only major thing I've found that's missing.

Some of the OpenGL support I mentioned is here:
http://www.opengl.org/registry/specs/EXT/framebuffer_sRGB.txt.  It
assumes an output gamma of 2.2.

It sounds like you have control over the rendering machine, in which
case rendering to a linear framebuffer and using the device driver's
configuration tool to calibrate the display seems more appropriate.

Cheers
Alex.

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