Instead, make use of SkinnedDGSLEffect which is derived from DGSLEffect. Replace true with DDS_LOADER_FORCE_SRGB and false with DDS_LOADER_DEFAULT.Īs of the October 2021 release, the DGSLEffect no longer directly supports skinning. This may have a breaking change impact to client code. Starting with the July 2022 release, the bool forceSRGB parameter for DDSTextureLoader Ex functions is now a DDS_LOADER_FLAGS typed enum bitmask flag parameter. In most use cases, however, there is no need to add explicit DX11 namespace resolution in client code. This provides a link-unique name such as DirectX::DX11::SpriteBatch that will appear in linker output messages. If you call it more than once per frame, then add an explicit call to EndOfInputFrame to use an explicit reset model instead.Īs of the September 2022 release, the library makes use of C++11 inline namespaces for differing types that have the same names in the DirectX 11 and DirectX 12 version of the DirectX Tool Kit. By default, each time you call GetState the deltas are reset which works for scenarios where you use relative movement but only call the method once per frame. Starting with the February 2023 release, the Mouse class implementation of relative mouse movement was updated to accumulate changes between calls to GetState. NoticesĪll content and source code for this package are subject to the terms of the MIT License.įor the latest version of DirectXTK, bug reports, etc. Contains YAML files for the build pipelines along with some miscellaneous build files and scripts.ĭocumentation is available on the GitHub wiki.Command line tool for building XACT-style wave banks for use with DirectXTK for Audio's WaveBank class.Command line tool used to generate binary resources for use with SpriteFont.DirectXTK for Audio source files and internal implementation headers.DirectXTK source files and internal implementation headers.XboxDDSTextureLoader.h - Xbox One exclusive apps variant of DDSTextureLoader.WICTextureLoader.h - WIC-based image file texture loader.VertexTypes.h - structures for commonly used vertex data formats.
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