You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hello, I have a problem understanding, what is the ordering of pixels in OIDNBuffer compared to Directx11. I create a texture and fill it with pixels, then I create oidn buffer from shared handle. Texture is rendered correctly but after reading data from oidn buffer and storing it as bmp file it has clearly different pixel ordering.
The first picture is input texture
The second picture is output texture after denoising first texture
The third picture is texture I create from data I read from OIDNBuffer.
The text was updated successfully, but these errors were encountered:
The ordering of pixels in OIDNBuffer is well-defined, please see the documentation for details. The question is what is the layout of the texture you're using but it looks like it's a swizzled layout, which is undefined. You can pass only textures in row-major layout (D3D11_TEXTURE_LAYOUT_ROW_MAJOR) to OIDN, which is not the optimal/default layout.
Hello, I have a problem understanding, what is the ordering of pixels in OIDNBuffer compared to Directx11. I create a texture and fill it with pixels, then I create oidn buffer from shared handle. Texture is rendered correctly but after reading data from oidn buffer and storing it as bmp file it has clearly different pixel ordering.
The first picture is input texture
The second picture is output texture after denoising first texture
The third picture is texture I create from data I read from OIDNBuffer.
The text was updated successfully, but these errors were encountered: