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seb69

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About seb69

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  1. It works ! Thanks, It was a gamma issue. I have to disable the gamma correction (http://msdn.microsof...v=vs.85%29.aspx). So, it can be done both in HLSL or Direct3D. HLSL : sampler2D g_samSrcColor = sampler_state { Texture = <g_txSrcColor>; AddressU = Clamp; AddressV = Clamp; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; SRGBTexture = false; }; technique PostProcess { pass p0 { VertexShader = null; PixelShader = compile ps_3_0 PostProcessPS(); SRGBWriteEnable = false; } } or Direct3D : d3device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0); Sébastien
  2. Hi froop, I have tried : technique PostProcess { pass p0 { AlphaBlendEnable = false; VertexShader = null; PixelShader = compile ps_3_0 PostProcessPS(); } } with : d3device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); But it's still the same result . But it looks like an alpha issue... I also tried this : float4 color = tex2D(g_samSrcColor, Tex); return float4(color.rgb, 1.0f); But nothing...
  3. So, I have tried tex2Dlod, unfortunately it's still the same output. Otherwise I use a screen aligned quad so it is the same resolution. Edit: before discarding the solution, when do I have to use the tex2Dlod? I have tried this (both in VS and PS methods) : float4 color = tex2Dlog(g_samSrcColor, float4(Tex,0.0f,0.0f));
  4. Hi everyone I am new here (in DirectX at the same time). So, I have done some post processing but I get something strange at the output, the screen is darkened. My HLSL code is basic : texture g_txSrcColor; sampler2D g_samSrcColor = sampler_state { Texture = <g_txSrcColor>; AddressU = Clamp; AddressV = Clamp; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; float4 PostProcessPS( float2 Tex : TEXCOORD0 ) : COLOR0 { return tex2D(g_samSrcColor, Tex); } technique PostProcess { pass p0 { VertexShader = null; PixelShader = compile ps_3_0 PostProcessPS(); } } And the other side : #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_TEX1) struct PPVERT { float x, y, z, rhw; float tu, tv; const static D3DVERTEXELEMENT9 Decl[4]; }; const D3DVERTEXELEMENT9 PPVERT::Decl[4] = { { 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 }, { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, D3DDECL_END() }; D3DXSaveTextureToFile("texture_in.bmp", D3DXIFF_BMP, g_pSceneTexture, NULL); UINT nbPasses = 0; pEffect->Begin(&nbPasses, 0); for(UINT i = 0 ; i<nbPasses ; i++) { pEffect->BeginPass(i); d3device->SetStreamSource( 0, g_pVertexQuadBuffer, 0, sizeof(PPVERT) ); d3device->SetFVF( CUSTOMFVF ); d3device->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); pEffect->EndPass(); } pEffect->End(); D3DXSaveSurfaceToFile("surface_out.bmp", D3DXIFF_BMP, g_pRenderSurface, NULL, NULL); I have saved the input texture and the output surface (please have a look on the screenshots). Have I missed something? The thing is that I have no information of the scene (how the device has been initialised at the beginning, and there is three render passes) so I can not find where is the problem . If you have any ideas go ahead. Thanks in advance, Sébastien texture_in : http://hpics.li/1dbe6d0 surface_out : http://hpics.li/2d85644
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