About the color being brighter in DX11 using DXUT.

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1 comment, last by RDragon1 13 years, 6 months ago
I've noticed that the color display in DX11 is different from that in DX10, DX9 and OGL.


I've first noticed it from the ClearRenderTarget() function.

Assigning the same color value to DX11 would get different results from DX10 and 9.

The color is DX11 is lighter...
I dont know if I'm missing some options or params that are causing this, or DX11 is simply designed this way.

And then I move one of my GL project to DX11, the code is the same but the color is much brighter than that in OGL..

Why is so??

EDIT: I just found out that the color is only brighter when using the DXUT frame work...why?? Is the DXUT setting up something special??

And, my DXUT calls the CreateDevice() function everytime I resize the window..:(


[Edited by - shiqiu1105 on October 10, 2010 11:12:35 AM]
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That sounds like the same problem that was described here.
Yeah, does sound like a gamma issue

Also, the solution is not to turn off gamma corrected writes as the other thread suggests. The solution is to handle gamma correctly - inverse gamma correct your color textures, also inverse gamma correct color constants that you send into the shader.

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