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Samples Content Exporter from the legacy DirectX SDK
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MagnusTiberius/contentexporter
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ATG Samples Content Exporter ---------------------------- Copyright (c) Microsoft Corporation. All rights reserved. May 6, 2015 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 2010, 2012, or 2013. It is recommended that you make use of the Windows 8.1 SDK and Windows 7 Service Pack 1 or later. Details on using the Windows 8.1 SDK with VS 2010 are described on the Visual C++ Team Blog: <http://blogs.msdn.com/b/vcblog/archive/2012/11/23/using-the-windows-8-sdk-with-visual-studio-2010-configuring-multiple-projects.aspx> 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>. 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 ------------------ BUILD INSTRUCTIONS ------------------ Install the Autodesk FBX SDK 2011.3.1 or later (latest tested version is 2016.0) for Windows VS 2010, VS 2012, or VS 2013 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\2016.0") For VS 2010 users, install the standalone Windows 8.1 SDK http://go.microsoft.com/fwlink/?LinkID=323507 Open the ContentExporter_2010.sln, ContentExporter_2012.sln, or ContentExporter_2013.sln file 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 HISTORY --------------- 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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