Lines Matching refs:sRGB
94 Understanding sRGB
97 The sRGB colorspace is one of the least tractable concepts in the entire world
100 values. The sRGB color space, on the other hand, is non-linear and provides
102 relationship between linear and sRGB is governed by the following continuous
113 where :math:`c_l` is the linear color and :math:`c_s` is the color in sRGB.
117 The key to understanding sRGB is to think about it starting from the physical
118 display. All displays work natively in sRGB. On older displays, there isn't
122 the gamma curve of your average CRT is approximately the sRGB curve. More
125 in sRGB. When an image is sent to the X server, X passes the pixels on to the
129 the sRGB colorspace.
132 colorspace. The conversion from sRGB happens as part of sampling. In OpenGL,
134 should or should not encode or decode sRGB. In 2007, GL_EXT_texture_sRGB added
135 support for sRGB texture formats and was included in OpenGL 2.1. In 2010,
137 decoding so that the shader received the data still in the sRGB colorspace.
141 create an sRGB view of it and ask that sRGB not be decoded. What format is it
145 your render target from the window system (which is always sRGB) and the spec
146 said nothing whatsoever about encoding. All render targets were sRGB because
148 that their final rendering needed to be in sRGB. However, with the advent of
149 EXT_framebuffer_object this was no longer true. Also, sRGB was causing
151 sRGB and blending was occurring in the wrong colorspace. In 2006, a set of
153 sides) for detecting whether a particular framebuffer was in sRGB and
154 instructing GL to do the conversion into the sRGB colorspace as the final step
155 prior to writing out to the render target. Enabling sRGB also implied that
156 blending would occur in the linear colorspace prior to sRGB conversion and
157 would therefore be more accurate. When sRGB was added to the OpenGL ES spec in
158 3.1, they added the query for sRGB but did not add the flag to allow you to
161 In Vulkan, this is all much more straightforward. Your format is sRGB or it
162 isn't. If you have an sRGB image and you don't want sRGB decoding to happen
166 colorspace as the shader output and you determine whether or not you want sRGB