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updating links inside designer folder to https
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eddynaka committed Oct 23, 2019
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2 changes: 1 addition & 1 deletion docs/designers/the-visual-studio-image-library.md
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The Visual Studio Image Library contains application images that appear in Microsoft Visual Studio, Microsoft Windows, the Office system and other Microsoft software. This set of over 1,000 images can be used to create applications that look visually consistent with Microsoft software.

[Download the Visual Studio image library](http://go.microsoft.com/fwlink/p/?LinkId=275090)
[Download the Visual Studio image library](http://www.microsoft.com/download/details.aspx?id=35825)

The image library is divided into five categories: Common Elements, Actions, Annotations, Icons, and Objects. Readme files are included in the PDF format for the Common Elements and Icon types. They contain information about how to use these images appropriately in your applications.

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6 changes: 3 additions & 3 deletions docs/designers/using-3-d-assets-in-your-game-or-app.md
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Expand Up @@ -91,7 +91,7 @@ When you use the image content pipeline tool to build a texture asset, you can c

|Property|Description|
|--------------|-----------------|
|**Compress**|Specifies the compression type that's used for the output file.<br /><br /> The available options are:<br /><br /> - **No Compression**<br />- **BC1_UNORM compression**<br />- **BC1_UNORM_SRGB compression**<br />- **BC2_UNORM compression**<br />- **BC2_UNORM_SRGB compression**<br />- **BC3_UNORM compression**<br />- **BC3_UNORM_SRGB compression**<br />- **BC4_UNORM compression**<br />- **BC4_SNORM compression**<br />- **BC5_UNORM compression**<br />- **BC5_SNORM compression**<br />- **BC6H_UF16 compression**<br />- **BC6H_SF16 compression**<br />- **BC7_UNORM compression**<br />- **BC7_UNORM_SRGB compression**<br /><br /> For information about which compression formats are supported in different versions of DirectX, see [Programming Guide for DXGI](http://go.microsoft.com/fwlink/p/?LinkId=246265).|
|**Compress**|Specifies the compression type that's used for the output file.<br /><br /> The available options are:<br /><br /> - **No Compression**<br />- **BC1_UNORM compression**<br />- **BC1_UNORM_SRGB compression**<br />- **BC2_UNORM compression**<br />- **BC2_UNORM_SRGB compression**<br />- **BC3_UNORM compression**<br />- **BC3_UNORM_SRGB compression**<br />- **BC4_UNORM compression**<br />- **BC4_SNORM compression**<br />- **BC5_UNORM compression**<br />- **BC5_SNORM compression**<br />- **BC6H_UF16 compression**<br />- **BC6H_SF16 compression**<br />- **BC7_UNORM compression**<br />- **BC7_UNORM_SRGB compression**<br /><br /> For information about which compression formats are supported in different versions of DirectX, see [Programming Guide for DXGI](/windows/win32/direct3ddxgi/dx-graphics-dxgi-overviews).|
|Convert to pre-multiplied alpha format|**Yes** to convert the image to pre-multiplied alpha format in the output file; otherwise, **No**. Only the output file is changed, the source image is unchanged.|
|**Generate Mips**|**Yes** to generate a full MIP chain at build time and include it in the output file; otherwise, **No**. If **No**, and the source file already contains a mipmap chain, then the output file will have a MIP chain; otherwise, the output file will have no MIP chain.|
|**Content Output**|Specifies the name of the output file. **Important:** Changing the file name extension of the output file has no effect on its file format.|
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### Use textures and images

Direct3D provides functions for creating texture resources. In Direct3D 11, the D3DX11 utility library provides additional functions for creating texture resources and resource views directly from image files. For more information about how to create a texture resource in Direct3D 11, see [Textures](http://go.microsoft.com/fwlink/p/?LinkID=246267). For more information about how to use the D3DX11 library to create a texture resource or resource view from an image file, see [How to: Initialize a texture from a file](http://go.microsoft.com/fwlink/p/?LinkId=246268).
Direct3D provides functions for creating texture resources. In Direct3D 11, the D3DX11 utility library provides additional functions for creating texture resources and resource views directly from image files. For more information about how to create a texture resource in Direct3D 11, see [Textures](/windows/win32/direct3d11/overviews-direct3d-11-resources-textures). For more information about how to use the D3DX11 library to create a texture resource or resource view from an image file, see [How to: Initialize a texture from a file](/windows/win32/direct3d11/overviews-direct3d-11-resources-textures-how-to).

### Use 3D models

Direct3D 11 does not provide functions for creating resources from 3D models. Instead, you have to write code that reads the 3D model file and creates vertex and index buffers that represent the 3D model and any resources that the model requires—for example, textures or shaders.

### Use shaders

Direct3D provides functions for creating shader resources and binding them to the programmable graphics pipeline. For more information about how to create a shader resource in Direct3D and bind it to the pipeline, see [Programming guide for HLSL](http://go.microsoft.com/fwlink/p/?LinkID=261521).
Direct3D provides functions for creating shader resources and binding them to the programmable graphics pipeline. For more information about how to create a shader resource in Direct3D and bind it to the pipeline, see [Programming guide for HLSL](/windows/win32/direct3dhlsl/dx-graphics-hlsl-pguide).

In the programmable graphics pipeline, each stage of the pipeline must give the next stage of the pipeline a result that's formatted in a way that it can understand. Because the Shader Designer can only create pixel shaders, this means that it's up to your app to ensure that the data that it receives is in the format that it expects. Several programmable shader stages occur before the pixel shader and perform geometric transformations—the vertex shader, the hull shader, the domain shader, and the geometry shader. The non-programmable tessellation stage also occurs before the pixel shader. No matter which of these stages directly precedes the pixel shader, it must give its result in this format:

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4 changes: 2 additions & 2 deletions docs/designers/working-with-3-d-assets-for-games-and-apps.md
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Expand Up @@ -40,11 +40,11 @@ Shaders are small, domain-specific programs that run on the graphics processing
You can use the Visual Studio Shader Designer, which is a graph-based shader design tool, to create custom visual effects without knowing HLSL programming.

> [!NOTE]
> For more information about how to start with DirectX programming, see [DirectX](http://go.microsoft.com/fwlink/p/?LinkId=224633). For more information about how to debug a DirectX-based app, see [Graphics diagnostics (debugging DirectX graphics)](../debugger/graphics/visual-studio-graphics-diagnostics.md).
> For more information about how to start with DirectX programming, see [DirectX](/windows/win32/directx). For more information about how to debug a DirectX-based app, see [Graphics diagnostics (debugging DirectX graphics)](../debugger/graphics/visual-studio-graphics-diagnostics.md).
## DirectX version compatibility

Visual Studio uses DirectX to render 2D and 3D assets. You can select either the DirectX 11 renderer, or the Windows Advanced Rasterization Platform (WARP) software renderer. The DirectX 11 renderer provides high-performance, hardware-accelerated rendering on DirectX 11 and DirectX 10 GPUs. The WARP renderer helps make sure that your assets work with a broad range of computers—this includes computers that don't have modern graphics hardware and computers that have integrated graphics hardware. For more information about WARP, see [Windows Advanced Rasterization Platform (WARP) guide](http://go.microsoft.com/fwlink/p/?LinkId=224634).
Visual Studio uses DirectX to render 2D and 3D assets. You can select either the DirectX 11 renderer, or the Windows Advanced Rasterization Platform (WARP) software renderer. The DirectX 11 renderer provides high-performance, hardware-accelerated rendering on DirectX 11 and DirectX 10 GPUs. The WARP renderer helps make sure that your assets work with a broad range of computers—this includes computers that don't have modern graphics hardware and computers that have integrated graphics hardware. For more information about WARP, see [Windows Advanced Rasterization Platform (WARP) guide](/windows/win32/direct3darticles/directx-warp).

## Related topics

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Expand Up @@ -91,4 +91,4 @@ To implement WPF dynamic binding, dynamic properties will be used with facilitie
- [LINQ to XML Dynamic Properties](../designers/linq-to-xml-dynamic-properties.md)
- [XAML in WPF](/dotnet/framework/wpf/advanced/xaml-in-wpf)
- [Data Binding (WPF)](/dotnet/framework/wpf/data/data-binding-wpf)
- [Using Workflow Markup](http://go.microsoft.com/fwlink/?LinkId=98685)
- [Using Workflow Markup](/previous-versions/dotnet/netframework-3.5/ms735921(v=vs.90))

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