• Advertisement
Sign in to follow this  

How to work with legacy textures using DirectX11?

This topic is 972 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement

8bppIndexed: I guess it's not supported and needs to be manually decoded, but I'm not entirely sure.

16bppArgb1555: DXGI_FORMAT_B5G5R5A1_UNORM. Requires feature level 11.1 and Windows 8, else it needs to be converted manually.

16bppRgb555: I only count 15bpp. If that's the case same as above (alpha is ignored), if you meant 565 then DXGI_FORMAT_B5G6R5_UNORM. Same requirement as above.

24bppRgb: not supported, needs to manually converted to 32bpp and loaded as DXGI_FORMAT_B8G8R8X8_UNORM

Share this post


Link to post
Share on other sites

I'm not totally sure, but if these textures are loaded from disk, I would expect that the simplest thing might be to process them offline into whatever your most common format is, whether that is A8R8G8B8_UNORM, B8G8R8A8_UNORM_SRGB, or B8G8R8X8_UNORM_SRGB, assuming that they are images, and then load the converted textures.

 

If they are actually data stored as textures, that may not work as well.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement