Ios and android Oreo support wide color gamut (color management). Via openGL how to make that my app can render bitmaps with embedded wide color profiles loaded from PNG, JPEG ? I m under Delphi
I read from the android doc that we can use wide color gamut mode in OpenGL doing somethink like this (for example) :
engine->surface_ = eglCreateWindowSurface(
engine->display_, config, engine->app->window, attributes.data());
but in this way how can I on the same form (so the same surface as delphi use one surface to render a form), how can I render one texture with sRGB and also another one with embedded wide color profile because not all my bitmaps have embedded wide color profiles ?