zengqh / slimdx

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SampleFrame Work Fullscreen mode swaps R & B chanels of colors #412

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Well

Start the attached example and press F1 to go to full windows mode, you 
will notice that the R and B channels of a color switch placing.  
Converting all red pixels to blue and vica versa.  

kind regards

Alexander

Original issue reported on code.google.com by amuylaer...@gmail.com on 21 Jan 2009 at 9:55

Attachments:

GoogleCodeExporter commented 9 years ago
I'm not seeing any color switches on my end. Perhaps you could take two 
screenshots
of what you're seeing?

Original comment by Mike.Popoloski on 22 Jan 2009 at 2:02

GoogleCodeExporter commented 9 years ago
I'm having this problem as well, though just in Directx10 SimpleTriangle.  If i 
set
all the colors to Color.Red.ToArgb(), the triangle appears completely blue.

Original comment by Axiverse on 22 Jan 2009 at 5:25

GoogleCodeExporter commented 9 years ago
I'm stunned!  You guys fixed this while I was a sleep, without touching my 
computer.

When I tried to take the screenshots this morning, I worked.  I have updated 
and 
recompiled SlimDX yesterday.  Maybe it is fixed by accident... who knows.

anyway, I'll keep you up to dated.  Thanks
Could you leave this bug open for 3 more days, then I'll know for sure.

Alexander

Original comment by amuylaer...@gmail.com on 22 Jan 2009 at 6:43

GoogleCodeExporter commented 9 years ago
Hmm, this does still appear to be an issue, although I don't think it's the 
sample
framework's fault. The problem appears in MiniTri as well.

Original comment by Mike.Popoloski on 24 Jan 2009 at 4:57

GoogleCodeExporter commented 9 years ago
It's probably a mismatch in the DXGI.Format value for the color attribute and 
the 
actual color data. Using someColor.ToArgb() produces an ARGB formatted integer 
with 
8-bits per component. But it turns out that there is no matching DXGI_FORMAT 
enumeration value. 

In keeping with this all of the official SDK examples that I've looked at so 
far use 
floating point 4-vectors for colors rather than integers like was common in 
D3D9. 

Original comment by josh.petrie on 24 Jan 2009 at 7:28

GoogleCodeExporter commented 9 years ago
I fixed the samples.

Original comment by josh.petrie on 24 Jan 2009 at 7:34