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This package contains DirectXTex, a shared source library for reading and writing ``.DDS`` files, and performing various texture content processing operations including resizing, format conversion, mip-map generation, block compression for Direct3D runtime texture resources, and height-map to normal-map conversion. This library makes use of the Windows Image Component (WIC) APIs. It also includes ``.TGA`` and ``.HDR`` readers and writers since these image file formats are commonly used for texture content processing pipelines, but are not currently supported by a built-in WIC codec.
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This code is designed to build with Visual Studio 2017 ([15.9](https://walbourn.github.io/vs-2017-15-9-update/)), Visual Studio 2019, or clang for Windows v9 or later. It is recommended that you make use of the Windows 10 May 2020 Update SDK ([19041](https://walbourn.github.io/windows-10-may-2020-update-sdk/)) or later.
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This code is designed to build with Visual Studio 2017 ([15.9](https://walbourn.github.io/vs-2017-15-9-update/)), Visual Studio 2019, Visual Studio 2022, or clang for Windows v11 or later. Use of the Windows 10 May 2020 Update SDK ([19041](https://walbourn.github.io/windows-10-may-2020-update-sdk/)) or later is required.
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These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see [Where is the DirectX SDK?](https://aka.ms/dxsdk).
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@@ -87,10 +87,16 @@ For the latest version of DirectXTex, bug reports, etc. please visit the project
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* Loading of 96bpp floating-point TIFF files results in a corrupted image prior to Windows 8. This fix is available on Windows 7 SP1 with KB 2670838 installed.
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* The UWP projects and the VS 2019 Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or VS 2019 to build, with the ARM64 toolset installed.
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* The UWP projects and the Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or later to build, with the ARM64 toolset installed.
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* The ``CompileShaders.cmd`` script must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
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## Support
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For questions, consider using [Stack Overflow](https://stackoverflow.com/questions/tagged/directxtk) with the *directxtk* tag, or the [DirectX Discord Server](https://discord.gg/directx) in the *dx12-developers* or *dx9-dx11-developers* channel.
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For bug reports and feature requests, please use GitHub [issues](https://github.com/microsoft/DirectXTex/issues) for this project.
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## Contributing
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This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
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## Trademarks
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This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general). Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
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## Credits
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The DirectXTex library is the work of Chuck Walbourn, with contributions from Matt Lee, Xin Huang, Craig Peeper, and the numerous other Microsoft engineers who developed the D3DX utility library over the years.
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Thanks to Paul Penson for his help with the implementation of ``MemoryStreamOnBlob``.
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