DX11 [C++][DX11] Framebuffer color changes?

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Hello,
Since I moved to DirectX 11 I noticed everything is much brighter, eventually I managed to find somewhere after Pixel Shader it increases brightness before putting pixel into framebuffer, anyone knows why this happens? Here's image of Pixel Shader output and framebuffer pixel: http://img857.imageshack.us/img857/140/capturejh.jpg

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Is your backbuffer using an sRGB format? If it is, then gamma correction will be applied to your pixel shader output when it is written to the backbuffer.

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I am using DXUT with default settings, I guess it uses sRGB format then.
Is there any way to change gamma correction settings, either disable it? Or the only way is to change format?

Thank you.

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Gamma correction is completely controlled by the format of the texture, there's no way to override it. You should be able to change the backbuffer format in your ModifyDeviceSettings callback, if you don't want an sRGB format.

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It does not seem to allow me to change it, I tried DXGI_FORMAT_R8G8B8A8_UNORM and some other FLOAT types, but it ends up using DXGI_FORMAT_R8G8B8A8_UNORM_SRGB for some reason:

 bool CALLBACK ModifyDeviceSettings(DXUTDeviceSettings *pDeviceSettings, void *pUserContext) { if(DXUT_D3D11_DEVICE == pDeviceSettings->ver && pDeviceSettings->d3d11.DriverType == D3D_DRIVER_TYPE_REFERENCE) return false; pDeviceSettings->d3d11.sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; return true; }

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I found that I was able to modify DXUT's preference for SRGB by calling DXUTSetIsInGammaCorrectMode(false).

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