Lines Matching refs:sRGB
44 sRGB is necessary by enabling or disabling this conversion at framebuffer
75 floating-point) are considered to be encoded for the sRGB color space and
77 component is converted in the same fashion described for sRGB texture
82 Modify Section 4.1.8: sRGB Conversion
87 values after blending are converted into the non-linear sRGB color space by
96 converted into an sRGB color space).
103 components are converted from the non-linear sRGB color space according to
108 In the case of not working with OpenGL ES 3.0, sRGB conversion is dictacted
130 sRGB color space by computing:
138 converted into an sRGB color space).
145 blending are converted into the non-linear sRGB color space by
154 converted into an sRGB color space).
181 …FRAMEBUFFER_SRGB_EXT B IsEnabled True sRGB update and 4.1.X color-buffer/enable
200 2) How is sRGB blending done in the default state (FRAMEBUFFER_SRGB_EXT
204 on values in linear spaces. sRGB-encoded values are in a
205 non-linear space so sRGB blending should convert sRGB-encoded
207 sRGB-encode the result to store it in the framebuffer.
210 from sRGB to a linear value. Blending is then performed.
213 is converted to an sRGB encoding and stored in the framebuffer.
217 RESOLVED: Render targets that are not sRGB capable ignore the
218 state of the GL_FRAMEBUFFER_SRGB_EXT enable for sRGB update and
219 blending. So only the render targets that are sRGB-capable perform
220 sRGB blending and update when GL_FRAMEBUFFER_SRGB_EXT is enabled.
222 4) Why is the sRGB framebuffer GL_FRAMEBUFFER_SRGB_EXT enabled by default?
228 5) FRAMEBUFFER_SRGB seems concerned with writing to sRGB framebuffers and
244 if the color samples for multisampling are sRGB encoded, the
246 and then recoverted to sRGB if the output device expects sRGB
255 sRGB-correct multisample resolve. Whether this occurs or not