The OpenGL 3.3 specification does not seem to require mipmap generation to run in linear space. All I can find is this:
The internal formats of the resulting mipmap arrays all coincide with the internal formats of the levelbase array and the sizes of the derived arrays follow the requirements described in section 3.8.14. The contents of the resulting arrays are calculated by re-filtered levelbase reduction. For one-dimensional and two-dimensional array textures, each layer is filtered independently. No specific filter algorithm is required, although a box filter is recommended as the default filter.
I understand that the result of calling glGenerateMipMap is in sRGB if the source image is in sRGB and I have no problem with that. But what happens between them? Of course, we don’t want medium colors to be magazine-wide. Is this a specific implementation?
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