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Re:Nvidia emulation journey, part 1: RIVA 128/NV3 architectu... by mungoman2 on Friday February 28, 2025 @01:14AM (#43202289)
The blend operation happens on linearized values, so the frame buffer being gamma corrected is not a problem. 8-bit sRGB is a very good gamma corrected format.
Re:Nvidia emulation journey, part 1: RIVA 128/NV3 architectu... by pavlov on Friday February 28, 2025 @04:24AM (#43203541)
I’m pretty sure this wasn’t available on early GPUs. Additive blending with glBlendFunc(GL_ONE, GL_ONE) or its D3D equivalent just summed the new fragment with the frame buffer value.

Accumulating into an 8-bpc buffer will quickly artifact, so whether it’s acceptable to only do the blend operation in linear light (accumulating into a gamma-corrected frame buffer) depends on how many passes you’re rendering.