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[Public WebGL] sRGB textures



Motivation

It is widely acknowledged that it's important to perform calculations to do with radiance in linear space: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html

If calculations for radiance are not done in linear space odd effects can happen, such as textures brightening on minification and being incorrectly summed up altogether: http://hsivonen.iki.fi/png-gamma/

Transferring/Processing all values in linear space would be preferrable. HDR images (such as PNGs that use alpha as an exponent) are a one solution to this. However this has several drawbacks.
sRGB solves these issues:
sRGB also has these drawbacks:
Specifications
Support
Mirror Extension Proposal
https://github.com/KhronosGroup/WebGL/pull/112