[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Gamma correction and texImage2D/texSubImage2D



On Tue, Sep 7, 2010 at 2:48 PM, Chris Marrin <cmarrin@apple.com> wrote:
>
> On Sep 6, 2010, at 7:31 PM, Mark Callow wrote:
>
> On 06/09/2010 21:34, Chris Marrin wrote:
>
> But we need to make an assumption if the incoming PNG image omits any color
> space information. I think it is out of scope to add the ability to let the
> author choose the color space for these images as they are read in with
> texImage2D. So do we choose sRGB or linear?
>
> Why is it out of scope? Not doing so violates the PNG spec. I think it is
> entirely reasonable to provide a way for the application to give WebGL
> information about the gamma of the samples in the PNG file. Allowing
> specification of physically linear vs. non-linear covers 98% of use cases.
>
> Then that's an HTML or browser specific problem. It's just like providing
> information about an image, such as whether or not it contains an alpha
> channel. These are nice features and maybe we can do them in a future
> release. But it would be a mistake to widen the scope of this discussion to
> include such functionality.
> This discussion started out focusing on a flag to turn off any image
> processing happening to incoming images, so we can get pure pixel values,
> typically so a texture can be used for purposes other than image data. That
> discussion exposed the fact that we have not defined the color space of our
> canvas. So I believe we need to deal with those two issues and no others.

+1

-T
-----------------------------------------------------------
You are currently subscribed to public_webgl@khronos.org.
To unsubscribe, send an email to majordomo@khronos.org with
the following command in the body of your email: