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Gamma and Color control in directdraw

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#1 Zenroth   Members   

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Posted 08 August 1999 - 06:57 AM

I recently read the artical featuring gamma for fades in directdraw. In the artical it says directdraw will emulate this feature.
In my directx 6 docs they say it will not emulate. So which is right? Also is directdraw color control hardware specific or will directdraw emulate it? And finally if it will emulate it is there any info about it anywhere i mean the docs barely mention it.

#2 CGameProgrammer   Members   

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Posted 02 August 1999 - 07:36 PM

It does emulate it. My laptop LCD display only allows changing the brightness, not the contrast, but using LPDIRECTDRAWGAMMACONTROL I can set the contrast to any RGB color. It's great; I already implemented screen fading to any color in my game engine.

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~CGameProgrammer( );


#3 Zenroth   Members   

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Posted 02 August 1999 - 08:04 PM

Hmm think you could let me see that code hehe. Mine doesnt want to work first it frooze my comp now it does nothing leading me to think its not supported but maybe its my video card. Its a voodoo rush that has its own gamma control stuff dont know. But Wing commander prophecy gamma controls worked fine.

#4 Anonymous Poster_Anonymous Poster_*   Guests   

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Posted 03 August 1999 - 04:30 AM

I'm pretty sure it's _not_ emulated. The DirectX SDK help says it's not, and I was unable to get the gamma control to work on my system.

--TheGoop


#5 evaclear   Members   

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Posted 08 August 1999 - 06:57 AM

TheGoop is right, when I wrote the article I had just finished implementing a Gamma Fade in my own game. Since then I've tested the game out on a few systems which have and didn't have the ability to do Gamma and I noticed that Direct X did not emulate it. I went back to the Direct X docs and searched for hours for the "Direct X will emulate this feature" quote that I could've sworn I saw when writing the article. I still couldn't find the stupid quote, I did however read this quote "Direct X will NOT emulate this feature". It looks like I overlooked something when writing the article. I've fixed it, and I will send it to GDNet again when I have some time. Sorry about the missunderstanding.




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