Gamma: Difference between revisions

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}
}
</source>
</source>

Note, however, that OpenGL may also perform this step for you on any on-screen framebuffers (i.e. the default framebuffer) if you do <tt>glEnable(GL_FRAMEBUFFER_SRGB)</tt>.


== See also ==
== See also ==
* https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
* https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
* https://stackoverflow.com/questions/23026151/do-i-need-to-gamma-correct-the-final-color-output-on-a-modern-computer-monitor
* https://www.khronos.org/opengl/wiki/Framebuffer#Colorspace
* https://en.wikipedia.org/wiki/Gamma_correction
* https://en.wikipedia.org/wiki/Gamma_correction
* https://www.cambridgeincolour.com/tutorials/gamma-correction.htm
* https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

Revision as of 06:57, 19 December 2019

Quick rules of thumb, since I can never remember which is which:

  • RGB = linear space
  • sRGB = gamma space
  • most image files store sRGB
  • sRGB is unfit for blending

The corollary is:

  • Image files loaded as textures should be converted from sRGB to RGB (but some decoders do this for you!)
  • The shader responsible for putting the final pixels on the screen should have a gamma correction step doing:
const float gamma = 2.2;

out vec4 color;

void main()
{
    // ...

    color = pow(color, 1. / gamma);
}

Note, however, that OpenGL may also perform this step for you on any on-screen framebuffers (i.e. the default framebuffer) if you do glEnable(GL_FRAMEBUFFER_SRGB).

See also