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DirectX 11 Win7 versus Win8 difference in brightness/shader ambient lighting and color

This is a DirectX11 Win8 WPF question; but also related to DirectX native/winform development but compounded by WPF. Moderator please move if a better location exists.  I placed a similar question on StackOverflow.

The problem shows on all Win8 systems, all brands, all types of desktop, laptop, all-in-one, and tablets (tested on nearly every system at BestBuy which there's a ton of them so I can't be the first person to see this.)  All hardware/drivers seem to behave similar and similar on Win8 and Win8.1

What is happening is shown in below image (note captions below each surface), where the rendering on Win8 is brighter than Win7 for native code/WinForm based off an Windowed HWND type rendertarget; and to make things worse; the rendering is darker via WPF and WPFs shared surface features. The actual rendering loop and shaders are identical. Win7/Vista render the same/ideal brightness via native type HWND render target or WPF shared surface/texture.

The DirectX 11 code was developed on Win7. It's very basic DX stuff and the shader is as simple a shader as possible; very similar to the most basic DirectX SDK examples.

  1. Why is DX11 Win8 brightness not consistent with Win7? Gradients seem different too.

  2. Why would Win8 WPF shared surface/texture create even more difference?

  3. What is the best strategy to solve such rendering brightness differences?

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