anchor.diff:  This will be ignored if the hardware doesn't have the GL_ARB_framebuffer_sRGB or the GL_EXT_texture_sRGB.
   This can be toggled at run time.
   
  -This uses Opengl hardware gamma correction that uses an approximated Gamma value of 2.2 and uses the following formula : color = pow(color,1/gamma)+
  +This uses Opengl hardware gamma correction that uses an approximated Gamma value of 2.2 and uses the following formula : color = pow(color,1/gamma) +
   Not that this will not yield exact results, as the real gamma can vary depending on the monitor. +
   If this is a problem, please refer to the “handling gamma correction in a post process section.
   
  
positive.code: 
  ----
  
  When a texture is assigned to this material param by using material.setTexture(“NormalMap, myNormalTexture), the color space of this texture's image will be forced to linear.
  So if you make your own material and want to use Gamma Correction, make sure you properly mark your textures as in the proper color space.
  
  This can sound complicated, but you just have to answer this question :  Does my image represent color data? if the answer is no, then you have to set the -Linear flag.
  
  
negative.code: 
  
  All images marked as in sRGB color space will be uploaded to the GPU using a sRGB image format.
  Opengl hardware texture linearization also uses an approximated Gamma value of 2.2 and linearize the fetched texel color using the following formula : color = pow(color, gamma) +
  As with output gamma correction this will not give exact result, but the error is less important since most image editor uses the same approximation to correct images and save them in sRGB color space.
  
  Not all image format have their sRGB equivalent, and only 8bit formats.
  