DirectX-Graphics-Samples
DirectXTex
DirectX-Graphics-Samples | DirectXTex | |
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15 | 10 | |
5,719 | 1,701 | |
0.6% | 0.4% | |
0.0 | 8.4 | |
about 1 month ago | 12 days ago | |
C++ | C++ | |
MIT License | MIT License |
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DirectX-Graphics-Samples
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Very early state of my DirectX 12 and EnTT based ECS Engine called "Orpheus"
I also looked at the Microsoft sample like this: https://github.com/microsoft/DirectX-Graphics-Samples
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Normalizing SSAO occlusion result gives odd result than not normalizing
It looks like Microsoft has official DirectX samples available, including an SSAO demo if you want to take a look at that. It does seem very different compared to your approach though, so it may not be of any use to you.
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"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
In my post I was using the generate mipmaps example to illustrate what I'm saying. In order to generate mipmaps in realtime in OpenGL you would simply make a call to generatemipmaps() or whatever it is called. In Vulkan it is more challenging because you have to do explicit resource management, but it isn't that bad still. In D3D12 you have to write your own compute shader https://github.com/Microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/Shaders/GenerateMipsCS.hlsli
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zeux.io - Meshlet size tradeoffs
I wrote a sample a few years ago which implements this technique.
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Learning DirectX 12 in 2023
I eventually moved on to the official DirectX 12 Graphic Samples, which had isolated examples that were easier to learn from incrementally. The “Hello World” sample is the best starting point to get the renderer setup with a triangle. This repo is a great reference when you need to verify process and structure (like the order of operation of APIs). Whenever I had a strange bug in my app, I’d go back to these examples to do a diff and see what I was missing.
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Good clean examples of DirectX engine code?
You probably want to take a look at the officiel DirectX samples page: https://github.com/microsoft/DirectX-Graphics-Samples It’s got samples covering a single topic each, which make them easier to digest, but there’s also the MiniEngine which is a render engine.
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Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
MiniEngine game engine
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GOG 2022 update #2: our commitment to DRM-free gaming - GOG.com
Something about the Github sample did catch my eye:
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What is the best way to learn directx?
Microsoft put out this: https://github.com/microsoft/DirectX-Graphics-Samples
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AMD 6900XT -Raytracing score matching RTX 3080 in Port Royal
There is also this thing, but I never figured out how to compile that.
DirectXTex
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Total FPS & Performance mods for Console
Optimized Vanilla Textures were optimized for PC and then ported to console. They were optimized using an 'optimizer' for Skyrim, which was not updated for the textures FO4 has. It did add mipmaps for the textures that were supposedly missing some and shrank the resolution; however, seeing as the Creation Kit uses Microsoft's own DDS compression program that adds mipmaps automatically, you're literally just re-adding vanilla textures that have been decompressed and then recompressed with extra loss on the visuals and taking up space. Also, specular maps must be compressed with the Photoshop Intel plugin in order to compress them properly or a program that will allow you to have the red and green channels saved in BC5U format (which is a normal map compression and flipped). GIMP does not do it correctly and I'm very doubtful the program that was used to shrink things did either since it was not designed for FO4's specularity.
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Learning DirectX 12 in 2023
DirectXTex
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25 outfits that will be available in the shop
The images are in a split DDS format. To convert them to e.g. PNG files, you first have to concat the files and then use a tool such as texconv.
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Mod Release: Oblivionesque Locks, a lockpicking minigame overhaul
Yep, the images used for each part of the minigame (a couple variations each of lock background, pick, pins, and springs) are stored as .dds files, DXT1 format. You can convert another image format to this type of texture-- I used texconv. Overwriting the default textures with your new files will replace the assets ingame.
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editing textures
However I've found that MS TexConv from the DirectXTex package is the best way for loosing less quality, so I save my textures as lossless PNGs and use TexConv with my own wrapper then.
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SSE CK fatal error
You can use texdiag to see information about a texture.
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Does Anyone Know a Tool That Can Mass Compress/Resize DDS Files?
I know only Nvidia texture tools exporter but it's not in masse sorry My suggestion is to create a python script that uses texconv.exe for every file in a directory, pretty easy to get
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BC7 Quick vs Max, any performance difference?
xLODGen/DynDOLOD/TexGen uses Texoncv to compress textures.
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Coming back to FO4 and realized there are now mods available - what do you think of this selection and the LO?
Not necessary on Xbox. Xbox graphics will not function properly without mipmaps so the developers would have had to run everything through xtexconv for Xbox optimization. See Microsoft Documentation on DirectXTex. Code samples for xtexconv for the curious are located here.
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Work in progress - New World model explorer
All textures/images are .dds files. I use TexConv.exe to convert them to png files. texconv.exe *.dds -ft png
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
DepotDownloader - Steam depot downloader utilizing the SteamKit2 library.
directx12-seed - ✖🌱 A DirectX 12 starter repo that you could use to get the ball rolling.
Amazon Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
D3D12MemoryAllocator - Easy to integrate memory allocation library for Direct3D 12
FX11 - Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
DxrTutorials
DuckX - C++ library for creating and modifying Microsoft Word (.docx) files
GettingStartedWithRTXRayTracing - Getting Started with RTX Ray Tracing
NewWorldUnpacker - A .pak unpacker used for reverse engineering Amazon's upcoming New World MMO