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. The DirectX 11 code was developed on Win7. Win7/Vista render the same/ideal brightness via native type render target or WPF shared surface. The actual rendering loop and shaders are identical. 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 and WinForm which is based off a windowed ID3D11Device/Context and to make things worse the rendering is darker via WPF and WPFs shared surface/texture features though using similar device/context. 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.)
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