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Re: [Public WebGL] Rendering to HDR displays (10bits per color component)
My knowledge on the topic might be a bit outdated, but here's my understanding.
Neither OpenGL nor Direct3D support HDR front/back buffers and even though the GPU might be able to output a HDR signal to the monitor (something that previously was only possible with ugly hacks in medical imaging setups with a special driver that interlaced 8-bit and then tacked on 2 more bits into a seperate render target), when you render hardware accelerated all your output values get clamped to 8-bits per component when you put them into gl_FragColor for the rasterizer.
Please correct me if this is wrong (by now).