[Public WebGL] Promote WEBGL_compressed_texture_s3tc_srgb to community approved

Kenneth Russell [email protected]
Sat Jan 14 13:58:00 PST 2017


Google supports moving this extension to community approved. Appreciate
Unity pointing out its need, and pushing for its support.

-Ken



On Sat, Jan 14, 2017 at 8:55 AM, Christophe Riccio <
[email protected]> wrote:

> 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.
>>
>> Regards
>>
>>     -Mark
>>
>>
>
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