[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Public WebGL] Gamma correction and texImage2D/texSubImage2D
On Sun, Sep 5, 2010 at 3:05 PM, Thatcher Ulrich <firstname.lastname@example.org> wrote:
> This is corroborated by the GDC slides from John Hable (Naughty Dog,
> EA) concerning the Uncharted 2 lighting.
> There are a lot of slides there, but note especially:
> * slide 26, showing egregious banding artifacts of using 8-bit linear color
> * slide 30, showing the benefit of linear lighting
> * slide 36, showing that you can explicitly linearize sRGB in your shader
> * slide 37, saying that it's better if you get the hardware to do it
> with D3DSAMP_SRGBTEXTURE and D3DRS_SRGBWRITEENABLE (the equivalents of
> EXT_texture_sRGB and EXT_framebuffer_sRGB)
> * slides 46-49 where he talks about which gamma to use for which kinds
> of texture maps. (sRGB for Diffuse, linear for Normal Maps, linear or
> sRGB for Specular and Ambient Occlusion)
> Note that none of this implies that any manipulation of the color
> components should be done by the graphics API in the PixelStore
> pipeline. It is assumed that devs will feed the game engine the raw
> data that the renderer is expecting to consume.
Maybe I'm missing something, but looking at those slides it seems that
he is suggesting that diffuse and (maybe) specular and ambient
occlusion maps should be stored with gamma correction so that there is
more data in the dark end (and so they're more easily edited by
artists), but that when images are stored in "gamma-space" that they
should *always* be sampled non-linearly (see slide 46).
That could be done manually in the shader, but is also the equivalent,
since all the images are being loaded by the browser, of converting
them on import.
You are currently subscribed to email@example.com.
To unsubscribe, send an email to firstname.lastname@example.org with
the following command in the body of your email: