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Samples Content Exporter from the legacy DirectX SDK
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ATG Samples Content Exporter ---------------------------- Copyright (c) Microsoft Corporation. All rights reserved. November 2, 2017 The Samples Content Exporter was originally shipped as a sample in the legacy DirectX SDK. It makes use of the Autodesk FBX SDK to import an FBX file and then export the data as an SDKMESH. The SDKMESH format is a runtime geometry format supported by the DirectX Tool Kit and DXUT, and is used in the Windows 8 Store app sample Marble Maze. The source is written for Visual Studio 2013 Update 5, Visual Studio 2015 Update 3, or Visual Studio 2017. These components are designed to work without requiring any content from the DirectX SDK. For details, see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>. ImportFBX\ Contains the main entry point for the command-line exporter tool and code for capturing data from FBX files. ExportObjects\ Contains a library of support code for the exporter. SDKMeshFileWriter\ Contains a library of code for writing out an .SDKMESH file from data captured as export objects. XATGFileWriter Contains a library of code for writing out a .XATG file from data captured as export objects. DirectXMesh\ This contains the DirectXMesh geometry processing library that is used instead of legacy D3DX9 for computing tangent frames and face adjacency. http://go.microsoft.com/fwlink/?LinkID=324981 DirectXTex\ This contains the DirectXTex texture processing library that is used instead of legacy D3DX9 for loading textures, generating mipmaps, and writing DDS files. http://go.microsoft.com/fwlink/?LinkId=248926 UVAtlas This contains the UVAtlas isochart library that is used instead of the legacy D3DX9 for creating a isochart texture atlas. http://go.microsoft.com/fwlink/?LinkID=512686 All content and source code for this package are subject to the terms of the MIT License. <http://opensource.org/licenses/MIT>. Use of OpenEXR is subject to it's own license terms, and requires the ZLIB library as well. Use of OpenEXR can be removed by undefining USE_OPENEXR from the VS 2015/2017 project and removing the NuGet packages. <https://github.com/openexr/openexr/blob/develop/OpenEXR/LICENSE> <http://zlib.net/zlib_license.html> For the latest version of the Samples Content Exporter, more detailed documentation, bug reports and feature requests, please visit the GitHub project. http://go.microsoft.com/fwlink/?LinkId=226208 This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments. https://opensource.microsoft.com/codeofconduct/ ------------------ BUILD INSTRUCTIONS ------------------ Install the Autodesk FBX SDK 2015.1 or later (latest tested version is 2018.1.1) forWindows VS 2013 and/or VS 2015 http://autodesk.com/fbx Ensure the environment variable FBX_SDK is set to point to the Autodesk FBX SDK (such as "C:\Program Files\Autodesk\FBX\FbxSdk\2018.1.1") Open the ContentExporter_201?.sln from Visual Studio. Build the solution The resulting command-line tool is located under ImportFBX in Debug_201x or Release_201x as ContentExporter.exe Usage: ContentExporter [options] <filename.fbx> ---------- DISCLAIMER ---------- .SDKMESH has a long-time samples runtime geometry format for Microsoft since the retiring of the legacy .X file format. It has a number of limitations, and we don't recommend using it as a your production solution for meshes. It is, however, very useful for samples and itself serves as an example of such file containers. The documentation on the format can be found in the DirectXMesh project wiki. http://go.microsoft.com/fwlink/?LinkID=324981 ------------- RELEASE NOTES ------------- * The VS 2015 and later projects do not support building a 32-bit (x86) version of the exporter. x64 native (x64) use is wide-spread for content creation tools and provides much greater memory flexiblity. The VS 2013 project retains the x86 configuration if needed. * OpenEXR support for textures is not supported in the VS 2013 build due to limitations in the OpenEXR and ZLIB NuGet packages. VS 2013 projects can still build the exporter, but will throw an error if you attempt to export an FBX that contains an .exr texture. * The VS 2017 project uses the VS 2015 version of the Autodesk FBX SDK libraries. VS 2017 C/C++ Runtime is binary-compatible with VS 2015 so this links successfully. --------------- RELEASE HISTORY --------------- November 2, 2017 VS 2017 updated for Windows 10 Fall Creators Update SDK (16299) Updated DirectXMesh, DirectXTex, and UVAtlas libraries September 22, 2017 Updated DirectXMesh, DirectXTex, and UVAtlas for VS 2017 15.3 update /permissive- changes July 28, 2017 Added support for OpenEXR (via NuGet) to VS 2017 project Updated DirectXTex library June 30, 2017 Added -ignoresrgb switch to control handling of sRGB metadata in jpg, png, etc. Added support for OpenEXR (via NuGet) to VS 2015 project Removed x86 configurations for VS 2015 / VS 2017 projects Fixed texture conversion format choice for .hdr file format April 25, 2017 Updated DirectXTex, UVAtlas, DirectXMesh libraries Added VS 2017 projects November 9, 2016 Renamed -fl switch to -featurelevel Added -vertexcolortype switch to control vertex color format Added rgba_snorm, rgba_10, r11g11b10, and rgba_s10 (Xbox One only) to -compressedvertextype Updated DirectXTex, DirectXMesh libraries Code cleanup September 14, 2016 Updated DirectXTex, UVAtlas, DirectXMesh libraries Added HDR file format support for textures July 13, 2016 Updated DirectXTex, UVAtlas, DirectXMesh libraries Added -normalmaps macro to set up for exporting meshes using normal mapping April 27, 2016 Updated DirectXTex, UVAtlas, DirectXMesh libraries Updated for Autodesk FBX SDK 2017 November 20, 2015 Added warning if using -materialcolors+ with black diffuse colors November 5, 2015 Add warning if attempting to convert non-multiple-of-4 images to compressed DDS Changed -forcetextureoverwite default to true October 30, 2015 Updated with VS 2015 support using the Autodesk FBX SDK 2016.1 or later Added new command-line option: -flipz (default+) to control negation of z component for LH vs. RH view coordinates Fixed -applyglobaltrans to transform exported normals Updated DirectXTex, UVAtlas, DirectXMesh libraries Minor code cleanup July 29, 2015 Retired VS 2010 projects July 8, 2015 Added command-line options: -materialcolors (default+) to control export of material lambert/phong colors -lightmaps macro to set up for exporting meshes using lightmap textures Fixed problems with export of multiple uv sets and per-vertex colors Added some more warnings related to uv sets Updated DirectXTex, UVAtlas, DirectXMesh libraries June 25, 2015 Added new command-line options: -useemissivetexture[+|-] Use EmissiveMapTexture as SpecularMapTexture -defaultspecmap [name] Sets the default specular map texture name Changed defaults for -defaultdiffusemap and -defaultnormalmap to blank The .SDKMESH writer now fills in the SpecularTexture string in the material Change the log messages about applying the default texture names to log level 2 messages rather than warnings May 6, 2015 Added command-line options: -optimizemeshes (default-) applies a vertex cache optimization to the VB/IB controlled by -vcache/-restart -cleanmeshes (default+ if using optimizemeshes, otherwise -) performs back-facing and/or bowtie cleanup -applyglobaltrans (default-) applies the global transformation matrix on vertex data if not exporting animations -tangentsindex (default 0) controls which set of texture coordinates are used when computing tangents & binormals -gsadjacency (default-) controls how adjacency is computed for cleanup, optmization, and UV atlas operations -texturebgra (default-) controls how uncompressed processed textures are written (BGRA vs. RGBA) -exportcolors (default+) controls export of per vertex colors Removed support for -compressednormaltype dec3n as there is no DXGI equivalent (i.e. legacy Direct3D 9 only) Removed all dependencies on the legacy DirectX SDK and D3DX9 - Makes use of DirectXMath, DirectXMesh, DirectXTex, and UVAtlas instead April 16, 2015 Updated with VS 2012 support using the Autodesk FBX SDK 2014.1 or later Updated with VS 2013 support using the Autodesk FBX SDK 2015.1 or later April 30, 2012 Updated support using the Autodesk FBX SDK 2011.3.1 Updated with VS 2010 toolset support Last version to support VS 2008 DirectX SDK (June 2010) Updated with VS 2010 support (still uses VS 2008 toolset) using the Autodesk FBX SDK 2010.2 DirectX SDK (February 2010) Minor bug fixes Last version to support VS 2005 DirectX SDK (March 2009) Original release supporting VS 2005/2008 using the Autodesk FBX SDK 2009.1
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