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Texture compression fails if GPU not found (Release only) #10
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erikdahlstrom
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erikdahlstrom
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erikdahlstrom
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…ssue microsoft#10." This reverts commit 5cc40ab.
erikdahlstrom
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This was fixed by #11 |
erikdahlstrom
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…ware device is found. (microsoft#11) * Use the WARP software fallback in release builds too. Fixes issue microsoft#10. * Revert "Use the WARP software fallback in release builds too. Fixes issue microsoft#10." This reverts commit 5cc40ab. * Handle lack of GPU device in GLTFTextureCompressionUtils. Fixes issue microsoft#10.
robertos
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* Make texture compression work in release builds when no Direct3d hardware device is found. (#11) * Use the WARP software fallback in release builds too. Fixes issue #10. * Revert "Use the WARP software fallback in release builds too. Fixes issue #10." This reverts commit 5cc40ab. * Handle lack of GPU device in GLTFTextureCompressionUtils. Fixes issue #10. * Update all NuGet packages to latest and fix breaking changes (#13) * Update all NuGet packages to latest and fix breaking changes * Update README.md Removes version from Microsoft.glTF.CPP link * Add share-materials flag to WindowsMRAssetConverter. - Pack textures only once. - Pass the flag to merger (to avoid adding the same materials again). * Avoid adding duplicated information when sharing materials. * Fix incorrect assumption in shared materials merger. Lower LODs may use fewer textures due to features being removed, even if they use the same images/textures for all that remains. Because of this the material indices need to be adjusted for the lower LODs to be correct. * Hopefully more robust material comparison. * Use camelCase, rename packTextures -> processTextures. * Fixup casing. * No need for parser state.
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When using the 'Release' target, the glTF-Toolkit will throw an error "No Direct3D hardware device found" on trying to compress textures. In 'Debug' mode, a software fallback is used instead.
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