Comments (4)
Other than the fact that D3DX9 supported it, I don't have any indication that this support is required. If it falls out of the PFM
support it would be easy to add, but I'm not sure it's worth adding by itself.
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Note that a simple writer is dead simple
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After thinking on this, I think I'll implement a super-basic reader/writer for this format in texconv
just like I did for the "Extended BMP" (The Flight-Sim teams wierd DXTn enabled BMP variant), and not put it into the library. It's just not a compelling tools format, but I'd like to have a way to get all the content D3DX could.
from directxtex.
See this pull request
from directxtex.
Related Issues (20)
- DDS files with a DDS_PIXELFORMAT size of 24 HOT 12
- .sln removal HOT 1
- Build /mt failed HOT 1
- Legacy DDS files with a DDS_HEADER size of 24
- Texconv.exe can not handle whitespaces in output path HOT 5
- -flist keep structure HOT 1
- Integrate Xbox functionality in the Auxiliary folder
- FAILED (80004005: Unspecified error ) HOT 2
- Move PPM/PFM I/O functions to the library HOT 1
- WIC loading is different from D3DX loading of WIC textures HOT 9
- GPU-compressed `BC7_UNORM_SRGB` textures contain red streaks when using texconv.exe under wine HOT 1
- (Question) Converting BC4 to BMP with texconv HOT 1
- Does DirectXTex directly depend on ZLIB? HOT 3
- Can't compile ddsdump HOT 2
- gcc Warnings in Linux -Wstringop-overflow HOT 4
- Does DirectX support direct reading of compressed textures? HOT 1
- Use fixed width integers for underlying enum types HOT 1
- I need pre-compiled shaders HOT 3
- Allow user to convert single lat-long hdri into cubemap HOT 1
- Low quality DXT compression HOT 3
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