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@ -51,7 +51,7 @@ See [Direct3D 11 Textures and Block Compression](https://walbourn.github.io/dire
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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.
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# Windows SDK Sample
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There is another version of the _DirectXTex_ library and the ``texconv`` utility as an official Microsoft Windows SDK Sample on [MSDN Code Gallery](http://code.msdn.microsoft.com/windowsdesktop/DirectX-11-Texture-fecd4824). It is functionality similar to the June 2013 release.
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There is another version of the _DirectXTex_ library and the ``texconv`` utility as an official Microsoft Windows SDK Sample on *MSDN Code Gallery*. It is functionality similar to the June 2013 release.
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# IHV compressors
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The various video independent hardware vendors (IHVs) have their own texture toolsets as well.
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