title: sRGB textures. Is this correct?
body: <p>I've recently been reading a little about sRGB formats and how they allow the hardware to automatically perform colour correction for typical monitors.  As part of my reading, I see that you can simulate this step with an ordinary texture and a pow function on the return result.</p>
  
  <p>Anyway I want to ask two questions as I've never used this feature before.  Firstly, can anyone confirm from my screenshot that this is what you would expect to see?  The left picture is ordinary RGBA and the right picture is with an sRGB target.  There is no ambient lighting in the scene and the model is bog standard Phong (the light is a spotlight).</p>
  
  <p><img src="https://i.stack.imgur.com/oYn7Y.png" alt="Left shows RGBA, right shows SRGBA"></p>
  
  <p>The second question I would like to ask is at what point is the correction actually performed by the hardware?  For example I am writing frames to an FBO, then later I'm rendering a screen-sized quad to the back buffer using an FBO colour buffer (I'm intending to switch to deferred shading soon).  Should I use sRGB textures attached to the FBO, or do I only need to specify an sRGB texture as the back buffer target?  If you're using sRGB, should ALL texture resources be sRGB?</p>