Known Issue: TexconvEx


Doing some work on the texconvex tool (the Direct3D 10.x/11 version of the Texture Conversion Tool), I discovered that my use of the NULL render device resulted in garbage output from this tool in some scenarios. This is easily remedied using the WARP or REFERENCE device.

Since this is just a simple shell around D3DX functionality, the source code is fairly trivial. Here is the source to the current tool as shipped in the DirectX SDK (June 2010) with the above fix, as well as support for the Windows Media Photo / HD Photo format (i.e. D3DX11_IFF_WMP). As the primary high-dynamic range image format supported by D3DX, it is an important format to support particularly when generating BC6H compressed images.

Update: It is recommended you make use of the DirectXTex version of texconv instead of this version using the legacy D3DX library.

 

texconvex.zip

Comments (3)

  1. Asesh says:

    when will you guys release an update for the DirectX SDK? There are lots of missing links and Texture converter crashes a lot when opening some dds files, we have to manually download and install D2D debug layer and no D2D and D3D 11 interop in June 2010 SDK

  2. Chris says:

    Hi,

    When do you plan to release the next DirectX SDK Update ?

    Regards

  3. Asesh: I'm not sure what you mean by 'missing links'? Are you talking about bad links in the documentation?

    The DXTex and TxView shell extension tools are Direct3D 9 only legacy tools, and do not support "modern" DDS files ("DX10" extension). This is an area we are investigating long-term solutions to improve the overall experience of dealing with DDS files. TexconvEx is the only tool in the DirectX SDK that really supports the full range of DDS files.

    The lack of the D2D debug layer in the DirectX SDK is an artificat of the transition of Windows Graphics components to the Windows SDK. Future releases of the Windows SDK should improve this experience.

    The lack of Direct2D/DirectWrite and Direct3D 11 direct interop is a limitation of the DirectX 11 Runtime not the SDK(s). You can make use of DXGI Shared Surface interop to use Direct2D with Direct3D 10.1 and then share surfaces with a Direct3D 11 device. See msdn.microsoft.com/…/ee913554.aspx

    Chris: We do not yet have a set release date for a future update. When we have more information, it will be announced here on this blog and at the DirectX MSDN portal (msdn.microsoft.com/directx)