[Public WebGL] Promote WEBGL_compressed_texture_s3tc_srgb to community approved
Sat Jan 14 08:55:52 PST 2017
Yes what Mark said. :)
On Sat, Jan 14, 2017 at 2:34 PM, Mark Callow <[email protected]> wrote:
> On Jan 14, 2017, at 22:15, Florian Bösch <[email protected]> wrote:
> On Sat, Jan 14, 2017 at 1:11 PM, Christophe Riccio <
> [email protected]> wrote:
>> (storing color in linear directly)
> sRGB stores nonlinear color. You write linear into gl_FragColor, but
> stored is nonlinear. You just don't do the conversion. Performance impact
> of a gamma conversion prior to writing to gl_FragColor is neglible. What
> isn't neglible is the effects of blending, which you don't mention.
> Blending in nonlinear space produces incorrect results. However the
> conversion with the sRGB format is done inside the blending stage, and
> therefore blending is done in linear space and only after blending it's
> serialized to nonlinear space.
> I think Christophe knows all that. His comment, which admittedly made me
> pause for a moment too, refers to the loss of quality that occurs when you
> have to store linear data in your texture, i.e. what happens if only
> WEBGL_compressed_texture_s3tc is available.
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