Feature request - sRGB support
Gamma correct rendering. Loading sRGB textures and converting to linear space for internal blending operations, and then using an sRGB final frame buffer.
Last time I messed around with sRGB textures and framebuffers in GL it was a pretty poor experience because of buggy driver support, so this could be trickier than it looks.
So far in real world code, I always avoided the hardwired sRGB support, and instead converted textures to linear color space during the offline texture conversion, and convert back to gamma space before writing at the last possible moment when composing the final framebuffer to be displayed.
I think the general plan for me will be to support sRGB in the upcoming WebGL2/GLES3 'feature bump', since WebGL2 has sRGB as core (so I would expect it is supported properly), and then let it trickle into the other 3D-APIs, and probably backport it to WebGL if the EXT_sRGB extension is present.
For now I've taken the route of least resistance, and just added a couple of new PixelFormats and enabled GL_FRAMEBUFFER_SRGB. That works for now (single platform, OSX Sierra with GT120) and longer term I'll either pick up the official fix :) or come up with a workflow like you suggest where the conversions are done explicitly.
Oki doki, I'll keep the ticket open so that the feature doesn't fall under the table :)