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seb69

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Posts posted by seb69



  1. Maybe the sRGB flag is set it wrong.
    I don’t know how to set it in DX9. You have to find out by yourself. Sorry.


    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 sad.png. 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. Hi everyone I am new here smile.png (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 sad.png . 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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