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The Glium Library – Safe OpenGL in Rust

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Re: The Glium Library – Safe OpenGL in Rust

#2
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

Re: The Glium Library – Safe OpenGL in Rust

#6
post #2

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

I didn't have any problems running examples from tutorial at 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

Re: The Glium Library – Safe OpenGL in Rust

#7
post #2

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

First 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 ?

Re: The Glium Library – Safe OpenGL in Rust

#9
post #2

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

First 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 ?

Briefly 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

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

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.

Re: The Glium Library – Safe OpenGL in Rust

#10
post #2

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

First 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 ?

Linear 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

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