Hi, This subject confuses me.
I keep reading that the color output from emulators should be converted from gamma space to linear space. But the rgb colors written out by emulators look like linear values to me.
higan sameboy, bgb:
gameboy = 00, 55, ~AA, FF
gameboy color = +8 steps if no lcd color correction used
snes and megadrive emulators look linear steps to me also (240p test suite grey ramps, uncorrected rgb screenshots)
I'm aiming for blending correct-ness with scale-type filters and shaders.
The other part that puzzles me is the colorspace part. {0, 85, 170, 255} should be converted to PC srgb values? Why do emulators not seem to have this step in their source code or final capture screenshots? It acts like 1:1 passthrough.
But I don't know. Thanks for helping.
I keep reading that the color output from emulators should be converted from gamma space to linear space. But the rgb colors written out by emulators look like linear values to me.
higan sameboy, bgb:
gameboy = 00, 55, ~AA, FF
gameboy color = +8 steps if no lcd color correction used
snes and megadrive emulators look linear steps to me also (240p test suite grey ramps, uncorrected rgb screenshots)
I'm aiming for blending correct-ness with scale-type filters and shaders.
The other part that puzzles me is the colorspace part. {0, 85, 170, 255} should be converted to PC srgb values? Why do emulators not seem to have this step in their source code or final capture screenshots? It acts like 1:1 passthrough.
But I don't know. Thanks for helping.