Xna 16bit texture looks like 8bit

I have a 16-bit texture that displays on a model in an xna + silverlight application.

Here is the texture

enter image description here

But it looks like this:

rendered

I tried loading png instead of jpg, loading from a stream and some other things that I forgot, but nothing works.

Update: I tried setting PreferredBackBufferFormat to SurfaceFormat.Color, nothing has changed.

Update2: By default, Xna displays 16 bits each. 5 bits for R, 6G and 5 B. After converting my texture to 565, it looks exactly the same as the render.

There is probably no solution that would satisfy me, so I will try a different approach.

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1 answer

In Windows Phone 7, you want to use 32-bit colors, you must explicitly activate it in the application manifest.

Open the WMAppManifest.xml file, find the App node and add the attribute BitsPerPixel="32"

http://msdn.microsoft.com/en-us/library/windowsphone/develop/ff769509(v=vs.105).aspx

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Source: https://habr.com/ru/post/1485780/


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