Dark Helmet
Newcomer
Could someone point me to a white-paper or beyond3d thread that explains what gamma-corrected FSAA is (algorithmically, what's going on)?
I realize that gamma-space textures, gamma-to-linear texture reads, linear space frag shader math, linear frame buffer, and linear-to-gamma translation in the DAC are the in-vogue ways of doing things. However, at gammas of ~3 (typical for us), this is unworkable due to the 8-bit color quantization on frame buffer write which occurs before gamma correction. The color banding is hideous.
Just curious if gamma-correct FSAA is the solution; that is (I hope), gamma-space frame buffer samples, and the card does read, gamma->linear, blend, linear->gamma, write when FSAA blending (in floating point), and 8-bit-source DAC gamma is tossed in the garbage where it belongs.
I realize that gamma-space textures, gamma-to-linear texture reads, linear space frag shader math, linear frame buffer, and linear-to-gamma translation in the DAC are the in-vogue ways of doing things. However, at gammas of ~3 (typical for us), this is unworkable due to the 8-bit color quantization on frame buffer write which occurs before gamma correction. The color banding is hideous.
Just curious if gamma-correct FSAA is the solution; that is (I hope), gamma-space frame buffer samples, and the card does read, gamma->linear, blend, linear->gamma, write when FSAA blending (in floating point), and 8-bit-source DAC gamma is tossed in the garbage where it belongs.