We wish to output to the full range color display for our GL application, but are unable to disable the sRGB conversion that makes our dark pixels excessively bright. The PC developer guide mentions the idea "if your application is configured to treat the texture as a linear format (e.g. GL_RGBA) and ...does not care about gamma-correction, then..." but their suggestions for GL did not work for us. I have seen other Rift applications that are using full color range, but they may be using a D3D feature unavailable in GL. Is it possible to achieve this using the GL ?