sRGB alpha blending in WPF/Blend
Hi!
as per this thread viewtopic.php?t=2826 when using sRGB there are going to be differences between WPF/Blend and Noesis display. I was wondering if there is some way to force Blend designer to display the xamls in the same way they are going to be displayed by Noesis in sRGB mode? Losing the consistency between the Blend preview and Noesis for all transparent elements makes it difficult for designers to work with. Or maybe you have some other solution to this problem?
as per this thread viewtopic.php?t=2826 when using sRGB there are going to be differences between WPF/Blend and Noesis display. I was wondering if there is some way to force Blend designer to display the xamls in the same way they are going to be displayed by Noesis in sRGB mode? Losing the consistency between the Blend preview and Noesis for all transparent elements makes it difficult for designers to work with. Or maybe you have some other solution to this problem?
Re: sRGB alpha blending in WPF/Blend
Unfortunately and as far as we know, there is no way to enable linear-rendering in WPF/Blend.
We are working on "Noesis Studio", our Blend alternative, entirely created with NoesisGUI. It will support this and much more things. We will bring more news about this when the final 3.2 is out. Meanwhile the only workaround is switching to gamma rendering. And I know this is far from ideal if your game is using linear rendering because you will need to "alias" your render target with a new view not using sRGB, just to avoid an extra, intermediate texture.
We are working on "Noesis Studio", our Blend alternative, entirely created with NoesisGUI. It will support this and much more things. We will bring more news about this when the final 3.2 is out. Meanwhile the only workaround is switching to gamma rendering. And I know this is far from ideal if your game is using linear rendering because you will need to "alias" your render target with a new view not using sRGB, just to avoid an extra, intermediate texture.
Re: sRGB alpha blending in WPF/Blend
And is it possible right now to 'alias' this render target in your PS5/Xbox renderer implementations? We've figured it out for OpenGL for PC already, but there seem to be some problems on consoles.
Re: sRGB alpha blending in WPF/Blend
In Xbox (D3D12) creating an extra render target view with a non SRGB format should work. It is explained here
https://wickedengine.net/2022/11/08/gra ... t-casting/
Although I haven't tried it myself.
https://wickedengine.net/2022/11/08/gra ... t-casting/
Although I haven't tried it myself.
Re: sRGB alpha blending in WPF/Blend
What about PS5? It seems it would have to be done on your end in Noesis code. The way we have it now, all the textures turn out too bright when we pass sRGB = false to the constructor on PS5.
In OpenGL on PC we use glDisable(GL_FRAMEBUFFER_SRGB); to avoid this issue, but we can't do that on our end for PS5.
In OpenGL on PC we use glDisable(GL_FRAMEBUFFER_SRGB); to avoid this issue, but we can't do that on our end for PS5.
Re: sRGB alpha blending in WPF/Blend
In PS5 the same, create a new view without sRGB for the same render target and set that before rendering with Noesis. We haven't tried that, but it should work, we can discuss this in more detail privately.
By the way, textures in sRGB mode were broken in PS5 renderer. We fixed that in 3.1.7, maybe that's what you are observing now.
By the way, textures in sRGB mode were broken in PS5 renderer. We fixed that in 3.1.7, maybe that's what you are observing now.
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