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mirror of https://github.com/microsoft/DirectXTex synced 2024-11-09 14:30:05 +00:00

update links

Chuck Walbourn 2019-03-26 01:21:37 -07:00
parent 2fa4bb7b70
commit 5b51f35d62
7 changed files with 22 additions and 22 deletions

@ -154,6 +154,6 @@ auto folder = Windows::Storage::ApplicationData::Current->TemporaryFolder;
# Further reading
[The DDS File Format Lives](http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx)
[The DDS File Format Lives](https://walbourn.github.io/the-dds-file-format-lives/)
[DDS Programmer's Guide](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide)

@ -35,7 +35,7 @@ For a Universal Windows Platform (UWP) app, the Windows Runtime and COM is initi
# Functions
## DDS I/O Functions
These functions perform file I/O for [DirectDraw Surface](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide) (``.DDS``) files. These functions support many legacy Direct3D 9 ``.DDS`` files and all [Direct3D 10.x/11.x era](http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx) ``DX10`` extension ``.DDS`` files.
These functions perform file I/O for [DirectDraw Surface](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide) (``.DDS``) files. These functions support many legacy Direct3D 9 ``.DDS`` files and all [Direct3D 10.x/11.x era](https://walbourn.github.io/the-dds-file-format-lives/) ``DX10`` extension ``.DDS`` files.
* **GetMetadataFromDDSMemory** - Extracts the metadata from a ``DDS`` file in memory
* **GetMetadataFromDDSFile** - Extracts the metadata from a ``DDS`` file on disk
@ -190,7 +190,7 @@ In your application's solution, right-click on the Solution and use "Add \ Exist
</tr>
</table>
> For VS 2017, use of the [15.8 update](https://blogs.msdn.microsoft.com/chuckw/2018/08/16/vs-2017-15-8-update/) or [15.9 update](https://blogs.msdn.microsoft.com/chuckw/2018/11/15/vs-2017-15-9-update/) is recommended.
> For VS 2017, use of the [15.8 update](https://walbourn.github.io/vs-2017-15-8-update/) or [15.9 update](https://walbourn.github.io/vs-2017-15-9-update/) is recommended.
<table>
<tr>
@ -211,13 +211,13 @@ In your application's solution, right-click on the Solution and use "Add \ Exist
</tr>
</table>
> For VS 2015, use of the [Update 3](https://blogs.msdn.microsoft.com/chuckw/2016/06/27/visual-studio-2015-update-3/) is recommended.
> For VS 2015, use of the [Update 3](https://walbourn.github.io/visual-studio-2015-update-3/) is recommended.
In your application's project, right-click on the **Project** and use "References...", then "Add New Reference...", and then check the DirectXTex project name and click OK. For a Universal Windows Platform (UWP) app or Xbox One solution, you need to set _Reference Assembly Output_ to false since DirectXTex is a static C++ library and not a WinRT component.
In your application's project settings, on the "C++ / General" page set Configuration to "All Configurations", set Platform to "All Platforms", and then add the relative path to `DirectXTex;`--assuming you have the DirectXTex folder in the same directory as your ``sln`` file, it should be `$(SolutionDir$)\DirectXTex;`--to the _Additional Include Directories_ properties. Click Apply.
See the [Visual C++ Team Blog](http://blogs.msdn.com/b/vcblog/archive/2010/05/03/flexible-project-to-project-references.aspx)
See the [Visual C++ Team Blog](https://devblogs.microsoft.com/cppblog/flexible-project-to-project-references/)
> DirectXTex was never supported on Windows Phone 8.0, because WIC is not available on that platform. The ``.DDS`` files it generates are suitable for use on Windows Phone 8.x assuming the pixel format is supported by the device (Feature Level 9.3).

@ -2,7 +2,7 @@ http://go.microsoft.com/fwlink/?LinkId=248926
![DirectX Logo](https://github.com/Microsoft/DirectXTex/wiki/X_jpg.jpg) **DirectXTex**, a shared source library for reading and writing ``.DDS`` files, and performing various texture content processing operations including resizing, format conversion, mip-map generation, block compression for Direct3D runtime texture resources, and height-map to normal-map conversion. This library makes use of the Windows Image Component (WIC) APIs. It also includes simple ``.TGA`` and ``.HDR`` readers and writers since these image file format are commonly used for texture content processing pipelines, but are not supported by a built-in WIC codec.
See this [blog post](http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxtex.aspx) for an overview.
See this [blog post](https://walbourn.github.io/directxtex/) for an overview.
[[DirectXTex]] library
@ -22,7 +22,7 @@ See this [blog post](http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxte
DirectXTex was formerly hosted on [CodePlex](http://directxtex.codeplex.com/).
# Porting from D3DX
See [this post](http://blogs.msdn.com/b/chuckw/archive/2013/08/21/living-without-d3dx.aspx) for a complete listing of D3DX equivalents.
See [this post](https://aka.ms/Kfsdiu) for a complete listing of D3DX equivalents.
# DirectXTex vs. DirectX Tool Kit
The _DirectXTex_ library is designed a full-featured texture processing library that includes a sophisticated DDS file reader. This reader can handle numerous legacy formats and automatically performs required conversions. This makes it extremely useful in tools and content pipelines, but is far more code that is really needed for a game or application at runtime that loads 'cooked' textures.
@ -31,7 +31,7 @@ Instead, a game or application should make use of **DDSTextureLoader** ([DX11](h
These modules are included in _DirectX Tool Kit_ ([DX11](http://go.microsoft.com/fwlink/?LinkId=248929) and [DX12](http://go.microsoft.com/fwlink/?LinkID=615561)), and there are 'standalone' versions available in the _DirectXTex_ distribution as well.
See [Direct3D 11 Textures and Block Compression](http://blogs.msdn.com/b/chuckw/archive/2012/05/04/direct3d-11-textures-and-block-compression.aspx)
See [Direct3D 11 Textures and Block Compression](https://walbourn.github.io/direct3d-11-textures-and-block-compression/)
# Xbox One XDK
The **xtexconv** sample also includes some auxiliary platform-specific functionality for Xbox One XDK development on the [Microsoft Game Developer Network](https://developer.xboxlive.com/en-us/platform/development/education/Pages/Samples.aspx) (_access required_). This includes functions for tiling & de-tiling textures, and a variant ``.DDS`` file reader/writer for storing tiled textures. The [DirectX Tool Kit](http://go.microsoft.com/fwlink/?LinkId=248929) includes the [XboxDDSTextureLoader](https://github.com/Microsoft/DirectXTK/wiki/XboxDDSTextureLoader) for using placement texture creation using this DDS file variant.

@ -6,7 +6,7 @@ The ``BMP`` file format is a long-lived Windows-specific format for images which
To aid in debugging, here is a [simple console program](https://github.com/Microsoft/DirectXTex/wiki/bmpdump.cpp) for dumping out the content of a BMP header in a human-readable form.
# DDS (DirectDraw Surface)
The ``DDS`` file format is not so much an image format as a "Direct3D resource" container for textures. It can contain data in all DXGI formats, 1D textures, 2D textures, 1D & 2D texture arrays, cubemaps, cubemap arrays, and volume maps. For more details, see [The DDS File Format Lives](http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx) and [DDS Programmer's Guide](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide).
The ``DDS`` file format is not so much an image format as a "Direct3D resource" container for textures. It can contain data in all DXGI formats, 1D textures, 2D textures, 1D & 2D texture arrays, cubemaps, cubemap arrays, and volume maps. For more details, see [The DDS File Format Lives](https://walbourn.github.io/the-dds-file-format-lives/) and [DDS Programmer's Guide](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide).
> Windows 8.x and Windows 10 include a built-in WIC codec which supports ``DDS`` files in DXTn (aka BC1-BC3) format. No other formats are supported.

@ -6,27 +6,27 @@ Gamefest 2010 - [Block Compression Smorgasbord](http://download.microsoft.com/do
# Blog posts
## DirectX SDK and Games for Windows Blog
[GitHub](http://blogs.msdn.com/b/chuckw/archive/2015/04/18/github.aspx)
[GitHub](https://walbourn.github.io/github/)
[CodePlex July 2014 Refresh](http://blogs.msdn.com/b/chuckw/archive/2014/07/31/codeplex-july-2014-refresh.aspx)
[CodePlex July 2014 Refresh](https://walbourn.github.io/codeplex-july-2014-refresh/)
[CodePlex VS 2013 Refresh](http://blogs.msdn.com/b/chuckw/archive/2013/10/29/codeplex-vs-2013-refresh.aspx)
[CodePlex VS 2013 Refresh](https://walbourn.github.io/codeplex-vs-2013-refresh/)
[DirectXTex and Effects 11 Update](http://blogs.msdn.com/b/chuckw/archive/2013/08/15/directxtex-and-effects-11-update.aspx)
[DirectXTex and Effects 11 Update](https://walbourn.github.io/directxtex-and-effects-11-update/)
[DirectXTex Update](http://blogs.msdn.com/b/chuckw/archive/2013/06/15/directxtex-update.aspx)
[DirectXTex Update](https://walbourn.github.io/directxtex-update/)
[DirectXTex](http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxtex.aspx)
[DirectXTex](https://walbourn.github.io/directxtex/)
[Direct3D 11 Textures and Block Compression](http://blogs.msdn.com/b/chuckw/archive/2012/05/04/direct3d-11-textures-and-block-compression.aspx)
[Direct3D 11 Textures and Block Compression](https://walbourn.github.io/direct3d-11-textures-and-block-compression/)
[Windows Imaging Component and Windows 8](http://blogs.msdn.com/b/chuckw/archive/2012/11/19/windows-imaging-component-and-windows-8.aspx)
[Windows Imaging Component and Windows 8](https://walbourn.github.io/windows-imaging-component-and-windows-8/)
[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)
[Visual Studio 2013 and Windows 8.1 SDK RTM are now available](https://walbourn.github.io/visual-studio-2013-and-windows-8-1-sdk-rtm-are-now-available/)
[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)
[Visual Studio 2012 and Windows 8.0 SDK RTM are now available](https://walbourn.github.io/visual-studio-2012-and-windows-8-0-sdk-rtm-are-now-available/)
[The DDS File Format Lives](http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx)
[The DDS File Format Lives](https://walbourn.github.io/the-dds-file-format-lives/)
# MSDN
[DDS Programmer's Guide](https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide)

@ -68,7 +68,7 @@ The file-name parameter indicates the file(s) to convert using ``dds``, ``tga``,
**-alpha**: Converts a premultiplied alpha image to non-premultiplied alpha (a.k.a. straight alpha).
**-fl _feature-level_**: Sets the target feature level which determines the maximum supported texture size: ``9.1``, ``9.2``, ``9.3``, ``10.0``, ``10.1``, ``11.0``, ``11.1``, ``12.0``, or ``12.1``. Defaults to ``11.0`` which is 16834, the limit for 11.x and 12.x [Direct3D Hardware Feature Level](https://blogs.msdn.microsoft.com/chuckw/2012/06/20/direct3d-feature-levels/).
**-fl _feature-level_**: Sets the target feature level which determines the maximum supported texture size: ``9.1``, ``9.2``, ``9.3``, ``10.0``, ``10.1``, ``11.0``, ``11.1``, ``12.0``, or ``12.1``. Defaults to ``11.0`` which is 16834, the limit for 11.x and 12.x [Direct3D Hardware Feature Level](https://aka.ms/Apsgrj).
**-pow2**: Fits each texture to a power-of-2 for width & height, minimizing changes to the aspect ratio. The maximum size for a dimension is based on the ``-fl`` switch (defaults to 16384).

@ -219,7 +219,7 @@ WIC2 is available on Windows 8 and on Windows 7 Service Pack 1 with [KB 2670838]
* Conversions cases for WIC2 pixel formats ``GUID_WICPixelFormat32bppRGB``, ``GUID_WICPixelFormat64bppRGB``, and ``GUID_WICPixelFormat64bppPRGBAHalf`` are included. The pixel format ``GUID_WICPixelFormat96bppRGBFixedPoint`` is converted to ``DXGI_FORMAT_R32G32B32_FLOAT`` rather than ``DXGI_FORMAT_R32G32B32A32_FLOAT``
See [Windows Imaging Component and Windows 8](http://blogs.msdn.com/b/chuckw/archive/2012/11/19/windows-imaging-component-and-windows-8.aspx)
See [Windows Imaging Component and Windows 8](https://walbourn.github.io/windows-imaging-component-and-windows-8/)
# Windows Store apps