> Sven Gothel wrote
> This is not a canonical reference,
> hence your assumption would need some reason,
> e.g. a EGL, GLX, WGL .. reference.
>
> As I understand, you assume either:
> [1] SRGB selection as a context property
> This does not exist in the GL spec.
>
> [2] SRGB selection as a pixelformat property
> We have to look, but I doubt.
>
> One may select SRGB texture formats, GL spec.
>
> I am unaware of a generic overall SRGB mode,
> but if you have information about it (GL, EGL, ..)
> that would be great.
>
> ~Sven
>
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>
> Unfortunately documentation over internet regarding sRGB for the default
> framebuffer lacks. What I linked is the only source mentioning something about
> it and therefore this is the only thing my assumption is based on. I had the
> hint of the context reading this guy
>
>
http://stackoverflow.com/questions/25842211/opengl-srgb-framebuffer-oddity>
> In the GL pipeline one should work in linear RGB (lRGB). OpenGL offers all the
> tools to make it without any additional modification for the devs and, more
> important, free performance-wise. This means sRGB textures as input will be
> translated automatically to lRGB and output textures to sRGB, default
> framebuffer included, if properly configured.