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Lines Matching refs:linear

54     Conventional texture formats assume a linear color space.  So for
59 The sRGB color space is based on typical (non-linear) monitor
92 Ideally, sRGB conversion moves from the non-linear sRGB to the
93 linear RGB color space. However, implementations should be
101 factor that is best stored in a linear representation. The alpha
102 component should always be stored as a linear value.
107 and stored with a linear distribution of precision.
123 and a linear alpha value is undesirable.
132 precision, a linear representation may be easier to work with
188 S3TC involves the linear weighting of two per-block R5G6B5 colors.
189 The sRGB to linear RGB color conversion should occur AFTER the
190 linear weighting of the two per-block colors performed during
205 labeled as sRGB or conventional linear RGB? This would allow
206 pixels labeled as sRGB to be converted to a linear RGB color space
208 such as convolution, scale, and bias that presume a linear
210 internal format) was sRGB, then linear RGB components would be
217 where GL_RGB would indicate a linear color space. New state
218 would indicate if the framebuffer held sRGB or linear RGB pixels.
230 to convert sRGB to linear RGB.
232 However when converting from linear RGB to sRGB, one must
233 be careful to make sure the source linear RGB values are
242 the sRGB to linear RGB and vice versa without resorting to large
250 8-bit components of sRGB texels are converted to linear RGB values
259 likely 16 linear bits per component, post-filtering, is a
265 sRGB and linear RGB color spaces?
268 sRGB to linear RGB conversion (see section 3.8.x below).
270 For completeness, the accepted linear RGB to sRGB conversion
274 Given a linear RGB component, cl, convert it to an sRGB component,
310 that can be properly converted to linear RGB and filtered as part
314 formats that convert sRGB to linear RGB as part of filtering.
317 linear RGB to sRGB conversion just prior to emitting color
319 simple modulation) will perform linear math operations on values
320 stored in a non-linear space which is technically incorrect for
336 convert linear RGB values to sRGB values prior to shader output,
375 created by a non-linear RGB component encoding. Additionally,
408 linear RGBA value.
411 linear RGB value ahead of texture filtering. The border color
420 By keeping the texture border color specified as a linear
430 linear RGB.
432 By maintaining the texture border color always in linear RGB,
441 non-linear precision (similar to floating-point).
462 returned "as-is" or are they converted to linear RGB first?
465 sRGB-to-linear conversion. Unlike other commands that transfer
471 do CopyTexImage. Are the linear framebuffer values converted
474 RESOLVED: No, linear framebuffer values will NOT be automatically
478 linear-to-sRGB encoding translation.
485 usage." The non-linear distribution of red, green, and
495 The conversion from the sRGB encoding to linear encoding described
535 textures is by downsampling the sRGB image in a linear color
539 in a given texture image level to linear RGB space, filtering
540 appropriately in that linear RGB space, and then converting the
541 linear RGB values to sRGB for storage in the downsampled texture
544 (Remember alpha, when present, is linear even in sRGB texture
555 linear space prior to filtering and converted back to sRGB after
557 linear filtering on (non-linear) sRGB components as if they were
558 in a linear space, the result tends to be a subtle darkening of
643 components are converted from an sRGB color space to a linear color
651 The conversion from an sRGB encoded component, cs, to a linear