4 ms·
>sRGB If we're going to be fixing colour, we can start with the abomination that is sRGB. It has a nontrivial RGB<->sRGB conversion function and you must conve
by anon4 12y ago
>sRGB
If we're going to be fixing colour, we can start with the abomination that is sRGB. It has a nontrivial RGB<->sRGB conversion function and you must convert your images to/from it for every single operation like alpha blending (i.e. font rendering with anti-aliasing) and scaling, or the results will be wrong. Sometimes only a bit wrong, sometimes spectacularly wrong. We should just switch to 16 bits per channel linear RGB. People just get everything else so wrong.
- jacobolus 12y agoMy point is about getting the display primaries close to the industry-standard spec. Whether you gamma-encode your image data or not isn’t really relevant to that. For saving images to disk or transmitting them over the wire (e.g. images making up part of a web page), it’s a great advantage in most cases to use gamma-encoded rather than linear values, because we want to save bandwidth and storage. For operations internal to e.g. an image editor, just use floating point numbers and a linear space.
- zackmorris 12y agoTotally agree. RGB<->sRGB conversions are a huge mess, especially on young platforms like iOS. 16 bit channels would be easy for everyone to understand, and would eliminate pseudoscience jargon like high dynamic range (HDR).