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Contrast issues with FP frame buffer

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When I change my frame buffer format from R8G8B8A8_UNORM to R16G16B16A16_FLOAT, the colors I'm getting from my textures appear to be overexposed.

Should I be doing something different when using a FP frame buffer format?

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Nobody has any ideas? Because this makes no sense at all to me. It would seem to indicate that it is, in fact, applying an automatic gamma correction when writing to the R16G16B16A16_FLOAT frame buffer, which makes no sense because that isn't a sRGB texture format.

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Can you elaborate a bit your configuration? Are you using a floating point buffer for back buffer or is it just an intermediate color buffer? What is the back buffer format?

Are you loading your texture with correct sRGB flags?

Best regards!

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This topic is 2118 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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