Pekka Paalanen wrote:
And you would like to kill all innovative uses like:
http://www.youtube.com/watch?v=_FjuPn7MXMs
right? And spherical VR displays, too?
No, this is not yet the reason to expose transformations to clients.
You are only suggesting to make the protocol a huge deal more complex
On Sun, 30 Sep 2012 16:10:42 +0200 (CEST)
Kai-Uwe Behrmann wrote:
> In reply to John Kåre Alsaker Fri Sep 28 08:52:17 PDT 2012
>
> > - srgb:
> > Rendering in linear gamma:
> > If the hardware supports sRGB textures:
> > EGL: Use sRGB textures and present it as
On Sun, 30 Sep 2012 08:45:55 -0700
Bill Spitzak wrote:
> On 09/29/2012 01:28 AM, John Kåre Alsaker wrote:
>
> >> Wayland also does scaling and rotations but the difference between linear
> >> and srgb is much smaller for these. I think the real solution for this is
> >> to
> >> allow clients to
On 09/29/2012 01:28 AM, John Kåre Alsaker wrote:
Wayland also does scaling and rotations but the difference between linear
and srgb is much smaller for these. I think the real solution for this is to
allow clients to know the actual transform of their surfaces to the screen
and be allowed to dra
On 09/29/2012 01:28 AM, John Kåre Alsaker wrote:
You seemed to have gotten the impression that I suggested we blend
each surface in either sRGB or linear depending on it's encoding.
That's not what I was suggesting. The compositor won't pick it's
blending gamma space per surface. It's either com
Can we have a tool like 'xgamma' now?
On Sun, Sep 30, 2012 at 4:10 PM, Kai-Uwe Behrmann wrote:
> In reply to John Kåre Alsaker Fri Sep 28 08:52:17 PDT 2012
>
>> - srgb:
>> Rendering in linear gamma:
>> If the hardware supports sRGB textures:
>> EGL:
In reply to John Kåre Alsaker Fri Sep 28 08:52:17 PDT 2012
- srgb:
Rendering in linear gamma:
If the hardware supports sRGB textures:
EGL: Use sRGB textures and present it as linear gamma
to shaders.
If the hardware doesn't support
On Fri, Sep 28, 2012 at 5:52 PM, John Kåre Alsaker
wrote:
> - srgb_a:
> Rendering in linear gamma:
> Shader: Undo the alpha premultiplying, convert from sRGB to
> linear
> gamma and premultiply the alpha after.
When rendering srgb_a in linear gamma, we can use sRGB hardwar
On Fri, Sep 28, 2012 at 10:51 PM, Bill Spitzak wrote:
> Actual rendering of window contents is not done by Wayland so it should not
> effect this. However wayland and the shells do some compositing, and gamma
> changes how any partially-transparent pixels work. In current shells these
> are:
>
> 1
Actual rendering of window contents is not done by Wayland so it should
not effect this. However wayland and the shells do some compositing, and
gamma changes how any partially-transparent pixels work. In current
shells these are:
1. "shadows", which are typically drawn by the client as
parti
Currently most applications are blissfully unaware of the concept of
gamma which affects pretty much all rendering operations. Resizing,
alpha-blending, blurring, anti-aliasing, etc. are all operations that
should be done on physical or linear luminance values. However if we
stored linear values in
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