DirectX 11 texture converter tool sample

This sample implements a tool for DirectX 11 texture conversion in C++. It also includes the "DirectXTex" texture content processing library implementation. The sample builds a Win32 desktop command-line tool texconv which is used to convert image fi...

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  • For more information...
    3 Posts | Last post May 01, 2012
    • There is a presentation that covers DirectXTex called "Modern Texture Content Pipelines" from Gamefest 2011 at <>
      There's also a blog entry that has more information at <>
    • nuff said
    • There is also a FWLINK for DirectXTex available.
  • Mipmap generation + Alpha
    3 Posts | Last post April 04, 2012
    • If I convert an RGBA image (with alpha pixels greater than 0) to a DDS , I got all the mipmaps RGB values messed up.
      I tried manually setting (in the code) A=255 and the mipmaps gets converted correctly.
      I think the pixels get messed up when they are passed to the IWICBitmapScaler object.
      It's like this class makes a different output based on the source image alpha values, instead of just scaling the RGBA channels separately.
      To test this I'm using texconv with a TGA texture with an alpha channel.
    • I'm using this page's code, now I will try again using the updated "blog" code.
    • The 'blog' version fixed this, thanks
  • PLease upgrade to DirectXTex Version 003
    4 Posts | Last post March 31, 2012
    • Too many bugs in ver 002.
      But 003 uses XNA which metro app does not support.
    • OK, I am not sure if I can use XNAMath 2.04 in Metro
    • The original "//BUILD/" version of DirectXTex here would not build for Metro style apps. The updated "Consumer Preview" version will build for "Metro" style applications.
      Which bugs in particular are a problem for you?
      The 'blog' version is currently slightly newer than the one on the gallery.
    • Note the 'blog' version can now build with either XNAMath or DirectXMath
  • The Texconv built by this code works on WIndows 8, but fails to run on Windows 7.
    2 Posts | Last post March 30, 2012
    • When built by Visual Studio 11, the default is for Windows 8. You can get the project to build a version compatible with Windows Vista/Windows 7 by adding "_WIN32_WINNT=0x600" to the Preprocessor Definitions setting for the project.
      If you also want the DXGI 1.2 format support on Windows Vista/Windows 7", then also add "DXGI_1_2_FORMATS"
    • Ignore the part about "DXGI_1_2_FORMATS". That only applies to the 'blog' version.