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Hi,
it seems that, while using HDR, the DirectX11 capturing blows out the image.
I guess it's some sort of color format issue with DirectX11. Interestingly, I can't even use DirectX9 as the program crashes. But ideally, the image should be unaltered with DX11.
I tried doing my own screencap implementation with node.js and ffmpeg and that is giving me correct images. But I couldn't figure out proto/flatbuf... Anyway, I'd appreciate if you could have a look if it would be possible to maybe use a third capture method or there's a bug somewhere?
The text was updated successfully, but these errors were encountered:
Hi,
it seems that, while using HDR, the DirectX11 capturing blows out the image.
I guess it's some sort of color format issue with DirectX11. Interestingly, I can't even use DirectX9 as the program crashes. But ideally, the image should be unaltered with DX11.
I tried doing my own screencap implementation with node.js and ffmpeg and that is giving me correct images. But I couldn't figure out proto/flatbuf... Anyway, I'd appreciate if you could have a look if it would be possible to maybe use a third capture method or there's a bug somewhere?
The text was updated successfully, but these errors were encountered: