[Public WebGL] EXT_sRGB

Florian Bösch [email protected]
Thu Feb 2 08:15:28 PST 2012


On Thu, Feb 2, 2012 at 4:56 PM, Thatcher Ulrich <[email protected]> wrote:
> FYI the sRGB extensions are preferred, to avoid banding.
Assuming you want to squeeze your stuff into byte textures, sure sRGB
would be better but:
- sRGB is not yet supported by any mobile device whatsoever
- sRGB is supported by about 45% of PCs.

The performance impact of converting between colorspaces yourself is
negligible. The precision (and respective loss of) is not negligible,
but your mileage in manual conversion may vary, and in some cases
linear bytes as transport format would probably be better.

A particular use-case of high-quality physical based renderers is HDR
computations (tone mapping, bloom blurs etc.), which is where neither
linear byte values nor sRGB will be of any practical use (without
massive banding). That is because you need to store HDR values which
can have magnitudes of channels 50x brighter than 1, and many times
fainter than 1/255th. In these cases you will have no other choice
than to use floating point textures.

When comparing sRGB back/forth conversions between linear and gamma
versus actually using linear space 32-bit floats, floats win hands
down in quality as well.

Floating point texture support is present on:
- 321 mobile devices
- 65% of PCs

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