{{newin|[[0.10.0]]|100|type=function}}
Gets whether gamma-correct rendering is supported and enabled. It can be enabled by setting <code>t.gammacorrect = true</code> in [[love.conf]].

Not all devices support gamma-correct rendering, in which case it will be automatically disabled and this function will return false. It is supported on desktop systems which have graphics cards that are capable of using OpenGL 3 / DirectX 10, and iOS devices that can use OpenGL ES 3.

== Function ==
=== Synopsis ===
<source lang="lua">
gammacorrect = love.graphics.isGammaCorrect( )
</source>
=== Arguments ===
None.
=== Returns ===
{{param|boolean|gammacorrect|True if gamma-correct rendering is supported and was enabled in [[love.conf]], false otherwise.}}
== Notes ==
When gamma-correct rendering is enabled, many functions and objects perform automatic color conversion between sRGB and linear RGB in order for [[BlendMode|blending]] and [[Shader|shader math]] to be mathematically correct (which they aren't if it's not enabled.)

* The colors passed into [[love.graphics.setColor]], [[love.graphics.clear]], and [[Shader:sendColor]] will automatically be [[love.math.gammaToLinear|converted]] from sRGB to linear RGB.

* The colors set in [[SpriteBatch]]es, [[love.graphics.print|text with per-character colors]], [[ParticleSystem]]s, [[love.graphics.points|points with per-point colors]], standard [[Mesh]]es, and [[love.graphics.newMesh|custom Meshes]] which use the "VertexColor" attribute name will automatically be converted from sRGB to linear RGB when those objects are drawn.

* [[Image]]s will have their colors automatically converted from sRGB to linear RGB when drawing them (and when getting their pixels in a [[Shader]]), unless the flag <code>linear = true</code> is set when [[love.graphics.newImage|creating the Image]].

* Everything drawn to the screen will be blended in linear RGB and then the result will be converted to sRGB for display.

* [[Canvas]]es which use the "normal" or "srgb" [[CanvasFormat]] will have their content blended in linear RGB and the result will be stored in the canvas in sRGB, when drawing to them. When the Canvas itself is drawn, its pixel colors will be converted from sRGB to linear RGB in the same manner as Images. Keeping the canvas pixel data stored as sRGB allows for better precision (less banding) for darker colors compared to "rgba8".

Because most conversions are automatically handled, your own code doesn't need to worry about sRGB and linear RGB color conversions when gamma-correct rendering is enabled, except in a couple cases:

* If a [[Mesh]] with custom vertex attributes is used and one of the attributes is meant to be used as a color in a [[Shader]], and the attribute isn't named "VertexColor".

* If  a [[Shader]] is used which has uniform / extern variables or other variables that are meant to be used as colors, and [[Shader:sendColor]] isn't used.

In both cases, [[love.math.gammaToLinear]] can be used to convert color values to linear RGB in Lua code, or the <code>gammaCorrectColor</code> (or <code>unGammaCorrectColor</code> if necessary) shader functions can be used inside shader code. Those shader functions ''only'' do conversions if gamma-correct rendering is actually enabled. The <code>LOVE_GAMMA_CORRECT</code> shader preprocessor define will be set if so.

Read more about gamma-correct rendering [http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html here], [http://filmicgames.com/archives/299 here], and [http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/ here].

== See Also ==
* [[parent::love.graphics]]
* [[Config Files]]
* [[love.math.gammaToLinear]]
* [[love.math.linearToGamma]]
* [[Shader:sendColor]]
[[Category:Functions]]
{{#set:Description=Gets whether gamma-correct rendering is enabled.}}
{{#set:Sub-Category=State}}

== Other Languages ==
{{i18n|love.graphics.isGammaCorrect}}