I have been reading the Real Time Rendering book and stumbled upon this paragraph:
For textures encoded in a nonlinear space (such as most color textures), ignoring gamma correction when filtering will modify the perceived bright- ness of the mipmap levels . As you get farther away from the object and the uncorrected mipmaps get used, the object can look darker overall, and contrast and details can also be affected. For this reason, it is impor- tant to convert such textures into linear space, perform all mipmap filtering in that space, and convert the final results back into nonlinear space for storage.
I have never taken into account gamma correction for color textures using mipmapping.
For generating mipmaps I have always used the GPU-implementation (OpenGL):
In the resources I have learned from, gamma correction has not been mentioned as something that has to be taken into account for mipmapping.
I was wondering, since color textures that include gamma correction seem to be the norm, are the GPU-provided filtering functions already taking into account gamma correction?