[sldev] Cache politics: performance vs obfuscation

John Hurliman jhurliman at jhurliman.org
Sat Jun 14 11:17:23 PDT 2008


Yes it really does matter. The problem is that sRGB (the color-space of
every texture in SL) has a gamma of 2.2 (
http://en.wikipedia.org/wiki/Image:SRGB_gamma.svg), a non-linear color
space. An RGB value of 0.5,1.0,1.0 does *not* mean 50% intensity for red,
you get something like 25% intensity. However your rendering engine (lets
say a Phong shading model) is expecting linear values for the inputs. If it
sees 0.5,1.0,1.0, it interprets that as "project 50% red photons in relation
to blue and green". Linear math is also built directly into OpenGL such as
mipmapping, where you'll get incorrect results describing an sRGB
color-space as GL_RGB[A]8.

John

On Sat, Jun 14, 2008 at 10:55 AM, Jason Giglio <gigstaggart at gmail.com>
wrote:

> John Hurliman wrote:
> > If you really want to tackle banding/posterization, SL should be using an
> > sRGB color format for textures. It's already encoding textures in sRGB
>
> Does that really matter when the end user then feeds that into a monitor
> running 9600K color temp at a brightness appropriate for direct sunlight?
>
> We aren't doing prepress here.
>
> -Jason
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.secondlife.com/pipermail/sldev/attachments/20080614/18501491/attachment.htm


More information about the SLDev mailing list