srgb

Why would converting CMYK image to sRGB for display on web work locally, but not on prod server?

梦想与她 提交于 2020-06-29 04:24:12
问题 Our graphic artist is delivering image ready for print in CMYK colorspace JPG format, which is correct for printing. I am converting these for display on the web. I understand the "best" thing to do is convert the src.jpg to sRGB colorspace. I've tried both command line using convert and Imagick approach using transformImageColorspace() and find it works fine on my local machine (Fedora 32 Linux) but doesn't work on the production server (CentOS 7.3 Linux). We've had this process working for

Getting type of RGB: sRGB or AdobeRGB in C#?

一个人想着一个人 提交于 2020-05-08 05:30:49
问题 I need to check if picture is sRGB or Adobe RGB in my WEBapplication. Is there a way to know exactly what RGB does the picture have? UPDATE: Tried to Use Color.Context, but it's always null code Bitmap img = (Bitmap)image; var imgPixel = img.GetPixel(0,0); System.Windows.Media.Color colorOfPixel= System.Windows.Media.Color.FromArgb(imgPixel.A,imgPixel.R, imgPixel.G, imgPixel.B); var context = colorOfPixel.ColorContext; //ColorContext is null In System.Windows.Media also found PixelFormat and

sRGB Framebuffer on OpenGL ES 3.0

巧了我就是萌 提交于 2020-03-03 02:59:16
问题 I am working on a OpenGL ES 3.0 Android project using Java. I need to implement gamma correction and somewhere I've read that sRGB textures would be supported in OpenGL ES 3.0. So my intention was to call glEnable(GL_FRAMEBUFFER_SRGB) before rendering into the default framebuffer. However, when I try to call GLES30.glEnable(GLES30.GL_FRAMEBUFFER_SRGB) it turns out, there is no GLES30.GL_FRAMEBUFFER_SRGB, but there are some constants for sRGB texture formats like GLES30.GL_SRGB. So, my

sRGB Framebuffer on OpenGL ES 3.0

扶醉桌前 提交于 2020-03-03 02:57:48
问题 I am working on a OpenGL ES 3.0 Android project using Java. I need to implement gamma correction and somewhere I've read that sRGB textures would be supported in OpenGL ES 3.0. So my intention was to call glEnable(GL_FRAMEBUFFER_SRGB) before rendering into the default framebuffer. However, when I try to call GLES30.glEnable(GLES30.GL_FRAMEBUFFER_SRGB) it turns out, there is no GLES30.GL_FRAMEBUFFER_SRGB, but there are some constants for sRGB texture formats like GLES30.GL_SRGB. So, my

sRGB Framebuffer on OpenGL ES 3.0

浪尽此生 提交于 2020-03-03 02:56:47
问题 I am working on a OpenGL ES 3.0 Android project using Java. I need to implement gamma correction and somewhere I've read that sRGB textures would be supported in OpenGL ES 3.0. So my intention was to call glEnable(GL_FRAMEBUFFER_SRGB) before rendering into the default framebuffer. However, when I try to call GLES30.glEnable(GLES30.GL_FRAMEBUFFER_SRGB) it turns out, there is no GLES30.GL_FRAMEBUFFER_SRGB, but there are some constants for sRGB texture formats like GLES30.GL_SRGB. So, my

iccp:Not recognizing known sRGB profile that has been edited

拟墨画扇 提交于 2020-01-12 06:29:26
问题 The following warning keeps arising in my Xamarin cross platform PCL project: iccp:Not recognizing known sRGB profile that has been edited What should I do ? 回答1: If you have image magick installed http://www.imagemagick.org/script/command-line-processing.php find . -name "*.png" -print -exec convert "{}" "{}" ";" cleaned up the files, and made them smaller in the process. 回答2: I had the same problem with Android studio. Just clean the project and it should work. 回答3: I found a workaround

Using sRGB colour in QGLFramebufferObject with multisampling

别说谁变了你拦得住时间么 提交于 2019-12-25 03:25:48
问题 For performance reasons I have separated my 2D and 3D rendering. I have two QGLFramebufferObjects for each type because QGLFramebuffer does not support multisampling with GL_TEXTURE_2D as a target, so once drawing is done into the multisampled buffer, it is blitted into a 'normal' QGLFramebufferObject where the pixel values are resolved. Once this has been done for one/both of the render types, the buffers are used as texture inputs to a shader that blends the 2D 'layer' onto the 3D one. I

How to convert sRGB to CIELAb and CIELab to sRGB efficiently? [closed]

左心房为你撑大大i 提交于 2019-12-21 12:15:12
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed last year . I don't understand how to convert sRGB to CIELab and backward. Help me please. it's desirable in с++ code 回答1: Convert from sRGB to RGB by applying inverse gamma, convert RGB to XYZ using 3x3 matrix, convert XYZ to Lab using standard formula and D6500 white point References: Lab

Mathematical conversion sRGB and AdobeRGB

混江龙づ霸主 提交于 2019-12-21 03:50:33
问题 It is very clear question, but I've done a lot of research and didn't find answer. StackOverflow question as this or this are about jpeg converting. This is about python build-in library. So, how to convert sRGB to AdobeRGB and vice versa??? I mean a mathematical function, that convert 3 bytes to 3 bytes. No jpges, and so on. Just mathematical function to convert colors using pen and paper. Yes, photoshop does it in fact and there are some strange online calculators, that show another result.

Does glGenerateMipmap perform its averaging in linear space for sRGB textures?

跟風遠走 提交于 2019-12-12 11:01:20
问题 The OpenGL 3.3 specification does not seem to ask that the mipmap generation be done in linear space. All I can find is the following: The internal formats of the derived mipmap arrays all match those of the levelbase array, and the dimensions of the derived arrays follow the requirements described in section 3.8.14. The contents of the derived arrays are computed by repeated, filtered reduction of the levelbase array. For one- and two-dimensional array textures, each layer is filtered