The Glium Library – Safe OpenGL in Rust
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The Glium Library – Safe OpenGL in Rust
1–10 of 27 posts
Re: The Glium Library – Safe OpenGL in Rust
#2Kudos 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
#3Re: The Glium Library – Safe OpenGL in Rust
#4The API has macros to automatically generate type boilerplate. Very clever
Re: The Glium Library – Safe OpenGL in Rust
#5Here's hoping Vulkan will fix these issues in the future and Apple also adapting this platform.
Re: The Glium Library – Safe OpenGL in Rust
#6Sounds 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
If there are issues you could report them on https://github.com/tomaka/glium/issues
Re: The Glium Library – Safe OpenGL in Rust
#7Sounds 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
#8Oddly not linked in the article, the source: https://github.com/tomaka/glium
Re: The Glium Library – Safe OpenGL in Rust
#9Sounds 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 ?
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
#10Sounds 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 ?
'The importance of being linear' is the best introduction to the topic I know: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html