@Riven thank you for the code, i'll try it

@Spasi, thanks again for your attention, and for the links i will read tomorrow

. Your words lead me to another questions:
I have used the same resources (.dds) that the original author uses in his project, and the compiled c++ runs perfectly on my pc so it's not an hardware problem...so why i had to add glGenerateMipmaps() to get the texture displayed? Are there some differences between c++ OpenGL and LWJGL?
And also, i opened the dds with gimp + plugin, i see only the texture, not texture + mipmaps (like the image on "Gamma and Mipmapping" post you write to me) so i think the mipmap are generated on the go, am i right? How are they generated without glGenerateMipmaps()?
These two points are not clear to me

Last thing i want to highlight, the tutorial divides the 'textures srgb' part from the 'gamma correction' part:
-the 'G' key switches between a lRGB checkerboard and the sRGB one (which is 'brighter', but not in my lwjgl application - my problem);
-the 'A' key switches between the 'no gamma' shader (which does nothing) and the 'gamma' shader, which perform this correction:
1 2 3 4 5 6
| void main() { vec4 gamma = vec4(1.0 / 2.2); gamma.w = 1.0; outputColor = pow(texture(colorTexture, colorCoord), gamma); } |
(which makes the textures even brighter - and it works perfectly)