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Re: [Public WebGL] Gamma correction and texImage2D/texSubImage2D
On 03/09/2010 12:51, Steve Baker wrote:
> 3) You are doing no lighting/blending/mipmapping/fog/etc and (for some
> reason) you have also chosen not to do gamma correction at the end. In
> that case and ONLY in that case, you should gamma-correct your textures
> on input.
> I maintain that very few WebGL applications will do (3).
I think that the number of mobile devices which have "gamma correctors"
is approaching 0 and, with the exception of doing the "correction" in a
shader (which will screw up blending), control of any such "correctors"
is outside OpenGL. So I suspect the number of applications doing 3 is
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