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Support for DX10 #4
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It's likely I'll eventually add support for this, but I don't need it atm, and is thus low on my list of priorities unfortunately. |
Ah, interesting. I'll be looking forward to when you do get around to it. |
Not yet fixed in the latest release :( |
Loading BC6 and BC7 works. Saving doesn't yet though. |
Great stuff! I just gave it a quick shot and it looks promising so far. All I personally need is WPF preview anyway, so saving is not an issue. I have not tested BC6 yet, only BC7. I did have it crash on one image with a specific param setting. See the code below. In the zip I have included one dds texture where the crash happens. The image is 1024x128, 6 mips, texarray size 11 var image = new CSharpImageLibrary.ImageEngineImage("test.dds", 1024); // crash here
var image = new CSharpImageLibrary.ImageEngineImage("test.dds"); // no crash without maxDimension
var bitmapSource = image.GetWPFBitmap(1024, true); The second dds (texarray) in the zip shows this same image, but it also contains multiple images in one file. The DX10 header tells how many images are bundled. This is just extra in case you want to look into it. DirectXTex has a texassemble CLI that can create these types of files. In my UI I'm simply separating out the byte code of each bundled image, and recreating the header to make a regular dds file before displaying. I let the user scroll through the images by arrow keys to change the texarray index. |
Interesting bug...I'll have to check that out. As for the weird texarray thing, I do recall seeing something about that. I'll have to read up on it more. Anyway, I'll look into them :) |
OK I fixed that bug you were having. EDIT: Oh that's cubemap style stuff. I wasn't going to handle those, sorry :( |
Nice, looks like it's fixed! No worries about the texarray. It's not a huge deal. |
I'll close this issue once I've figured out how to save BC6 and 7. |
Fixed! |
I'm starting to see BC7 being utilized from the DX10 formats in some games. Are you planning on adding support for this?
I've also seen array size from the DX10 header being put to use, but that's not so important.
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