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# Presentations
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Gamefest 2011 - [Presentation Modern Texture Content Pipelines](http://www.microsoft.com/download/en/details.aspx?id=27853)
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Gamefest 2010 - [Block Compression Smorgasbord](http://download.microsoft.com/download/D/8/D/D8D077EF-CB8C-4CCA-BC24-F2CDE3F91FAA/Block_Compression_Smorgasbord_US.zip)
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# Blog posts
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## DirectX SDK and Games for Windows Blog
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[GitHub](http://blogs.msdn.com/b/chuckw/archive/2015/04/18/github.aspx)
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[CodePlex July 2014 Refresh](http://blogs.msdn.com/b/chuckw/archive/2014/07/31/codeplex-july-2014-refresh.aspx)
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[CodePlex VS 2013 Refresh](http://blogs.msdn.com/b/chuckw/archive/2013/10/29/codeplex-vs-2013-refresh.aspx)
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[DirectXTex and Effects 11 Update](http://blogs.msdn.com/b/chuckw/archive/2013/08/15/directxtex-and-effects-11-update.aspx)
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[DirectXTex Update](http://blogs.msdn.com/b/chuckw/archive/2013/06/15/directxtex-update.aspx)
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[DirectXTex](http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxtex.aspx)
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[Direct3D 11 Textures and Block Compression](http://blogs.msdn.com/b/chuckw/archive/2012/05/04/direct3d-11-textures-and-block-compression.aspx)
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[Windows Imaging Component and Windows 8](http://blogs.msdn.com/b/chuckw/archive/2012/11/19/windows-imaging-component-and-windows-8.aspx)
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[Visual Studio 2013 and Windows 8.1 SDK RTM are now available](http://blogs.msdn.com/b/chuckw/archive/2013/10/18/visual-studio-2013-and-windows-8-1-sdk-rtm-are-now-available.aspx)
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[Visual Studio 2012 and Windows 8.0 SDK RTM are now available](http://blogs.msdn.com/b/chuckw/archive/2012/08/15/visual-studio-2012-and-windows-8-0-sdk-rtm-are-now-available.aspx)
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[The DDS File Format Lives](http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx)
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# MSDN
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[DDS Programmer's Guide](http://msdn.microsoft.com/en-us/library/bb943991.aspx)
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# Block compression
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[Compressed Texture Resources (Direct3D 9)](http://msdn.microsoft.com/en-us/library/bb204843.aspx)
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[Block Compression (Direct3D 10)](http://msdn.microsoft.com/en-us/library/bb694531.aspx)
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[Texture Block Compression in Direct3D 11](http://msdn.microsoft.com/en-us/library/windows/desktop/hh308955.aspx)
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[Understanding BCn Texture Compression Formats](http://www.reedbeta.com/blog/2012/02/12/understanding-bcn-texture-compression-formats/)
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[BC1, BC2, and BC3 use the S3 Texture Compression (S3TC) algorithm](http://en.wikipedia.org/wiki/S3_Texture_Compression)
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[BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI](http://en.wikipedia.org/wiki/3Dc)
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[BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA]([url:http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_compression_bptc.txt)
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_'Fast Block Compression' schemes_
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BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren
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[link](http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html) [link](http://software.intel.com/en-us/articles/fast-cpu-dxt-compression)
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BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño [link](http://www.nvidia.com/object/real-time-normal-map-dxt-compression.html)
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BC6H [link](url:https://software.intel.com/en-us/articles/fast-ispc-texture-compressor-update)
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BC7 [link](url:http://software.intel.com/en-us/articles/fast-ispc-texture-compressor) [link]([url:http://gamma.cs.unc.edu/FasTC/)
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# Gamma correct rendering
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[Gamma-correct rendering](http://molecularmusings.wordpress.com/2011/11/21/gamma-correct-rendering/)
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[Linear-Space Lighting (i.e. Gamma)](http://filmicgames.com/archives/299)
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[Gamma correction](http://en.wikipedia.org/wiki/Gamma_correction)
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[GPU Gems3](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html)
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# Samples
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[BC6H/BC7 DirectCompute Encoder Tool](http://go.microsoft.com/fwlink/?LinkId=254494)
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# Related KB articles
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[KB2670838](http://support.microsoft.com/kb/2670838)
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