OpenGL - SRGB vs floating point texture

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Generally speaking, I understand the concepts of the linear color space, sRGB colorspace, gamma-correction and how monitors displays colors - gamma curve. When I create a texture in the graphics program like a GIMP sRGB colorspace is used by default. Next when I read that texture in the OpenGL application I should convert the sRGB to the linear color space in order to get a correct mipmaps or perform postprocessing. When I call glTexImage2D with the internal texture format set to GL_SRGB I get an automatic conversion from the sRGB to the linear color space when reading that texture. Before rendering to the default framebuffer I should apply a gamma correction to the linear color space to get a correct color output. Could you please explain why OpenGL doesn't support a SRGB floating point textures like GL_SRGB32F ?

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