3 ms·
Sounds great! Dare I try it on windows now? (The last n times I did ... things did not work out). Kudos for taking also the texture colorspace issue into accou
by fsloth 11y ago
Sounds great! Dare I try it on windows now? (The last n times I did ... things did not work out).
Kudos for taking also the texture colorspace issue into account - I've found people new to real time programming tend to find this initiaĺly one of the most bysantine minutiae one absolutely needs to get right
- noodly 11y agoI didn't have any problems running examples from tutorial at http://tomaka.github.io/glium/tutorials/01-getting-started.html http://tomaka.github.io/glium/tutorials/01-getting-started.h... on windows If there are issues you could report them on https://github.com/tomaka/glium/issues https://github.com/tomaka/glium/issues
- fsloth 11y agoThanks for the encouragement - I downloaded Rust 1.2 for windows and finally I got this working out of the box. Yay! (still had weird problems at Rust 1.0 beta...)
- inDigiNeous 11y agoFirst time I've heard about it in any writings. Put onto my list how to implement it. Any good articles on the RGB vs sRGB colorspace issue in OpenGL ?
- fsloth 11y agoBriefly and massively simplifying: Unless otherwise specified, sRGB is the default storage and display colorspace for most digital applications dealing with RGB image data (excluding video) https://en.wikipedia.org/wiki/SRGB https://en.wikipedia.org/wiki/SRGB However, one cannot do computations on an image in sRGB colorspace since the colorspace is not linear - the values will turn out wrong. I.e. imaging algorithms expect source data to be in linear colorspace, and if fed sRGB data the result will turn out more or less wrong. Thus, when doing any weighting calculations etc. on a set of samples the samples must be in linear (e.g. RGB) colorspace. Your OpenGL implementation may or may not handle this automatically for you if you specify the image to be in one of the sRGB texture formats. https://www.opengl.org/registry/specs/EXT/texture_sRGB.txt https://www.opengl.org/registry/specs/EXT/texture_sRGB.txt So, in the general sense, if doing any handcoded imaging routines, and reading e.g. PNG image, one needs to convert it to linear colorspace before processing, and back to sRGB before writing to disk/displaying.
- flohofwoe 11y agoLinear vs gamma space is not an OpenGL specific problem. Also the decode/encode doesn't require 3D API support, it can also be done in the pixel-shader (decode from gamma to linear when sampling color textures, and encode back into gamma during a post-effect pass that most engines have anyway). 'The importance of being linear' is the best introduction to the topic I know: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html