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Mip mapping uses an incorrect downscaling algorithm #6867
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Correctly, gamma should be applied after rendering (or as last operation in fragment shader). But currently it is effectively applied on meshgen, that is, on a per-vertex basis. |
@HybridDog How is this issue different to #6846? Both are reporting the suboptimal mipmap downscaling algorithm. |
This issue is about missing gamma correction and the other one is about the alpha channel problem.
l think so, too. |
Duplicate of #6846 |
missing gamma correction: http://www.ericbrasseur.org/gamma.html?i=1
on mipmaps: https://paroj.github.io/gltut/Texturing/Tut16%20Mipmaps%20and%20Linearity.html
I noticed that mipmapping ignores gamma when downscaling, you can test it by using the gamma dalai lama as some texture:
Note that you likely need to watch the image in 1:1 size because browsers also use incorrect downscaling.
Here's another example where you can see the impact: A black white chess board pattern looks (and is) brighter than the texture downscaled by the mipmapping algorithm:
Please take care to view this screenshot in 1:1, too.
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