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sRGB

The standard color encoding for images and displays that stores brightness in a perceptual, gamma-curved way.

Human vision is more sensitive to dark tones, so sRGB stores color values along a non-linear gamma curve to use bits efficiently, which is why most textures and screens are in sRGB. Because lighting math must happen in linear space, the GPU converts sRGB to linear on read and back on write. Getting this conversion right is essential to avoid washed-out or overly dark rendering.

See also

  • samplerA GPU object that describes how a texture should be read — how it's filtered and how coordinates outside its edges behave.
  • shaderA small program that runs on the GPU to compute part of how a scene is drawn.
  • SSAAAn anti-aliasing method that renders the whole image at higher resolution then shrinks it for smooth edges.

Referenced by

sampler