On Monday 04 February 2008 04:06:10 pm Stefan Dösinger wrote:
The bit that interests me is the sRGB test result. It shows that the sRGB correction is applied after the fog, which would allow us to use GLX_EXT_framebuffer_sRGB for performance improvements if we can find out in which cases games have to expect that. Currently I only know that Half Life 2 should fail on this system.
This might be the reason: http://msdn2.microsoft.com/en-us/library/bb172583(VS.85).aspx
D3DPMISCCAPS_POSTBLENDSRGBCONVERT - Device supports conversion to sRGB after blending. This flag is available in Direct3D 9Ex only.