Noesis GUI in OGRE 2.1 with gamma correct
Hi,
We use NsGUI in OGRE 2.1 has the gamma correct, the color of GUI looks not right(more light). Is that something wrong with gamma correct?
We use NsGUI in OGRE 2.1 has the gamma correct, the color of GUI looks not right(more light). Is that something wrong with gamma correct?
Re: Noesis GUI in OGRE 2.1 with gamma correct
I suppose you are using Linear color space and a float render target. Is that correct?
For now, we don't support Linear Color Space but it is going to be implemented in 1.3, how critical is this for you? What renderer are you using? (d3d11, opengl..)
Thanks!
For now, we don't support Linear Color Space but it is going to be implemented in 1.3, how critical is this for you? What renderer are you using? (d3d11, opengl..)
Thanks!
Re: Noesis GUI in OGRE 2.1 with gamma correct
Yes, we use linear color space with gamma correct. The render system is D3D11 on PC. And we are going to use Metal on iOS. Our product is going to release with new version replace gui from mygui to NsGUI, so it's very important for us.
We use NsGUI 1.3 beta2. Thanks.
We use NsGUI 1.3 beta2. Thanks.
Re: Noesis GUI in OGRE 2.1 with gamma correct
There is a workaround for D3D11 explained here:
viewtopic.php?f=3&t=906&p=4930
Could you tell me which render target format are you using?
viewtopic.php?f=3&t=906&p=4930
Could you tell me which render target format are you using?
Re: Noesis GUI in OGRE 2.1 with gamma correct
viewtopic.php?f=3&t=906&p=4930
As flow the instructions, the color is correct. But there is an issuse, the depthStencilView we can't get when the window resized, so when call the function OMSetRenderTargets we set the depthStencilView nullptr. It works fine just now, we wonder if it will cause some potential problem?
Thanks.
As flow the instructions, the color is correct. But there is an issuse, the depthStencilView we can't get when the window resized, so when call the function OMSetRenderTargets we set the depthStencilView nullptr. It works fine just now, we wonder if it will cause some potential problem?
Thanks.
Re: Noesis GUI in OGRE 2.1 with gamma correct
For masking we use the stencil buffer. Setting it to nullptr is not going to render correctly. Why can't you resize that surface? Could you elaborate a bit more?
Could you tell me which render target format are you using for linear color rendering?
Thanks!
Could you tell me which render target format are you using for linear color rendering?
Thanks!
Re: Noesis GUI in OGRE 2.1 with gamma correct
Hi,
Our render target view format is DXGI_FORMAT_R8G8B8A8_UNORM_SRGB.
Our app is not fullscreen, user can resize the window when they want. After resize we try to get the render target source and create another render target, meantime we try to get the depthStencilView, but we can't get it immediate, we thought the stencil buffer will be created with delayed by OGRE. We will try to figure out when the stencil buffer created.
Thanks.
Our render target view format is DXGI_FORMAT_R8G8B8A8_UNORM_SRGB.
Our app is not fullscreen, user can resize the window when they want. After resize we try to get the render target source and create another render target, meantime we try to get the depthStencilView, but we can't get it immediate, we thought the stencil buffer will be created with delayed by OGRE. We will try to figure out when the stencil buffer created.
Thanks.
Re: Noesis GUI in OGRE 2.1 with gamma correct
Yes, there should be a way to properly do that in Ogre. Anyway, for the Beta3 we are working in improving the font rendering algorithm to be properly gamma corrected (and also implementing hinting) so the linear space rendering is going to be implemented by the next beta.
Re: Noesis GUI in OGRE 2.1 with gamma correct
Yes, we found a way to get the stencil buffer. It works fine now. Thank you.
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