I got a book called "High Dynamic Range Imaging" (published by Elsevier) and read some pages. I learned that HDR requires deep color depth (10/12-bit color depth).
I heard that many vendors and independent developers implemented HDR features into their games and applications because UHD standard requires deep color depth (HDR) to eliminate noticeable color-banding. I had seen color banding on SDR displays and want to get rid of it.
I googled HDR for OpenGL but learned that they require Quadro or FireGL cards to support that. How do they get HDR working on consumer video cards?
That's why I want HDR implementation for my OpenGL programs.
Tim