XNA Creators Club Online
Page 1 of 1 (2 items)
Sort Posts: Previous Next

Tutorial 08: Change in Behavior between November 2007 and March 2008

Last post 05-27-2008 11:40 AM by Hyrtwol. 1 replies.
  • 04-30-2008 1:37 PM

    Tutorial 08: Change in Behavior between November 2007 and March 2008

    I just installed the March 2008 DirectX SDK and built project Tutorial 08, a project I had previously built from the November 2007 SDK.  I immediately noticed a big difference in appearance.  I happened to have an executable that I had built from the November SDK, and the screenshot below shows the difference.  November 2007 is on the right, and March 2008 is on the left.  In both cases, the ClearColor is (0, .125, .3, 1).  The other difference is that the cube texture is washed out.  It appears that, overall, everything is lighter.

    I wonder if anyone else has experienced this and what might be causing the difference.

  • 05-27-2008 11:40 AM In reply to

    Re: Tutorial 08: Change in Behavior between November 2007 and March 2008

    Hey i'm also having problem with the colors, is also using March 2008... if i swap between dx9 and dx10 the colors changes, after alot a searching i didn't find a good explanation, but i was reading about dx10 is calculating coloer in linar color space, so the textures have so be in that format, i tried to use the texconv10 with no luck. i have the feeling that when i load a texture it's gamma corected twice?! not sure why... as a small test i tried to compensate in the shader by color.rgb = pow(color.rgb, 2.2) (got the gamma value 2.2 for a wikiarticle), and it actually look right!!. my second test was to fill the texture with a gradient at runtime, it looked ok if i used DXGI_FORMAT_R8G8B8A8_UNORM_SRGB and not DXGI_FORMAT_R8G8B8A8_UNORM, tried all kind of tricks to get the texture loader to use another format again with no luck.... so i was hoping somebody could point me in the right direction, 'cause i'm close to give up now... property a stupid setting somewere, and i can't believe i have to compensate in the shader like the example given.
Page 1 of 1 (2 items) Previous Next