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Chapter 24. The Importance of Being Linear — Gritz, d'Eon

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Monitors ≈ gamma 2.0–2.4 nonlinear; light transport is linear. JPEG/sRGB textures are precorrected. Symptoms if ignored: wrong mip averages, harsh Lambert falloff, skin SSS color shifts / blue-green shadow edges, specular yellowing.

Cure

  1. Assume ~2.2 for players (or calibrate).
  2. Linearize color textures (sRGB formats preferred — filter in linear on GF8+); do NOT linearize normals/alpha/height.
  3. Gamma-correct as last step (sRGB framebuffer with correct blending).

Intermediate 8-bit linear buffers lose dark precision — prefer 16F or sRGB FBOs. Two wrongs (nonlinear tex + no output gamma) look OK-ish but break lighting edits.

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