-
Notifications
You must be signed in to change notification settings - Fork 451
Resources
Gamefest 2011 - Presentation Modern Texture Content Pipelines
Gamefest 2010 - Block Compression Smorgasbord
DirectXTex and Effects 11 Update
Direct3D 11 Textures and Block Compression
Windows Imaging Component and Windows 8
Visual Studio 2013 and Windows 8.1 SDK RTM are now available
Visual Studio 2012 and Windows 8.0 SDK RTM are now available
Compressed Texture Resources (Direct3D 9)
Block Compression (Direct3D 10)
Texture Block Compression in Direct3D 11
Understanding BCn Texture Compression Formats
BC1, BC2, and BC3 use the S3 Texture Compression (S3TC) algorithm
BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI
BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA
High-Quality, Fast DX11 Texture Compression with ISPC slides
Blog: Proper pbit computation in the BC7 texture format
BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren link link
BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño link
Fast Block Compress Xbox One sample link
"Texture Compression in Real-time using the GPU" by Tranchida (GDC2010) link
"Real-Time BC6H Compression on GPU" by Narkowicz (GDC2016) link source
Linear-Space Lighting (i.e. Gamma)
Chapter 24. The Importance of Being Linear, GPU Gems 3
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11