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Source code checked in, #26926

Minor whitespace fix

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Source code checked in, #27015

DirectXTex: partial typeless support for _LoadScanline

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Source code checked in, #27048

DirectXTex: Special-case optimization when doing RGBA 32bpp resize or 2D mipmap generation

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Commented Issue: BC7 Decoder Output for "Reserved Mode" 8 is not as described...

Decompressing a BC7 file where a block has LSBs of 0x00 results in an opaque black texture. However, the BC7 Format Mode Reference page...

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New Post: DDSTextureLoader and auto-gen mipmaps?

Hello all, I am curious, why the DDSTextureLoader doesn't have the option to auto-gen mipmaps just like the WICTextureLoader? I understand that DDS files can already contain mipmap levels, but what if...

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New Post: DDSTextureLoader and auto-gen mipmaps?

The general design of DDSTextureLoader is assuming you have properly 'cooked' all the texture options into it them most efficiency for a DDS, and is very light-weight. The WICTextureLoader is already...

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New Post: DDSTextureLoader and auto-gen mipmaps?

I totally agree with out regarding the fact that if they didn't export mipmaps, it shouldn't be mipmapped in the first place. But it turns out that in my application I use the mipmaps to control a...

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New Post: Support for D3DFMT_A8L8

I noticed that the DDS loader converts D3DFMT_A8L8 files to DXGI_FORMAT_R8G8_UNORM. This will cause the alpha to be lost, and instead be used as green. I made some changes to instead convert it to...

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New Post: DDSTextureLoader and auto-gen mipmaps?

Deathicon, I needed a relatively seamless replacement for D3DX11CreateTextureFromFile(), which does such mipmap generation, so I ended up doing something similar to you. I am also in a position where...

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New Post: DDSTextureLoader and auto-gen mipmaps?

DirectXTex is a reasonable option to get full-featured support for scenarios like this, legacy .DDS file formats for conversion (say 24bpp which fail with DDSTextureLoader), general decompression and...

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New Post: Support for D3DFMT_A8L8

The general assumption is that you are trying to preserve the 2-channel nature of the data. I could add an optional flag to the DDS loader to convert like this. Can you come up with a complete list of...

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New Post: Support for D3DFMT_A8L8

So far I would think: 'standard' (non-expanding) DDSPF_L8 -> DXGI_FORMAT_R8_UNORM DDSPF_L16 -> DXGI_FORMAT_R16_UNORM DDSPF_A8L8 -> DXGI_FORMAT_R8G8_UNORM 'alternative' (expanding) DDSPF_L8...

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New Post: Support for D3DFMT_A8L8

I guess I wouldn't consider these as expanding or not. What is more important (at least for our purposes) is that alpha from the source ends up in alpha in the destination, and that luminance is...

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New Post: Support for D3DFMT_A8L8

Note: The DDSTextureLoader uses the same mappings because it does no conversions or expansions at all...

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New Post: Support for D3DFMT_A8L8

I actually wrote that table with a co-worker, so some of the mappings are already captured. The key issue is that you want no conversions in the shader, which means you'd rather have the texture get...

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Created Feature: Support for expanding L8, L16, A8L8 on load from .DDS [927]

DirectXTex currently assumes that .DDS files for DDSPF_L8, DDSPF_L16, and DDSPF_A8L8 will be 'non-expanding' and rely on the shader to handle replication of rgb or moving alpha. This is also what...

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New Post: Support for D3DFMT_A8L8

This discussion has been copied to a work item. Click here to go to the work item and continue the discussion.

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Edited Feature: Support for expanding L8, L16, A8L8 on load from .DDS [927]

DirectXTex currently assumes that .DDS files for DDSPF_L8, DDSPF_L16, and DDSPF_A8L8 will be 'non-expanding' and rely on the shader to handle replication of rgb or moving alpha. This is also what...

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New Post: Support for D3DFMT_A8L8

Great, thanks for following up on this!— Mauricio

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New Post: SRGB support

Hello, I'm playing with texconv and can't figure out how the srgbi/srgbo/srgbe options works. I tried to convert from an R8G8B8A8 png file to a BC1_UNORM_SRGB DDS. In this case, mipmap generation...

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