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Texture compression fails if GPU not found (Release only) #10

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erikdahlstrom opened this issue Jan 23, 2018 · 1 comment
Closed

Texture compression fails if GPU not found (Release only) #10

erikdahlstrom opened this issue Jan 23, 2018 · 1 comment

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@erikdahlstrom
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erikdahlstrom commented Jan 23, 2018

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.

erikdahlstrom pushed a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Jan 23, 2018
erikdahlstrom pushed a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Jan 25, 2018
erikdahlstrom pushed a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Feb 12, 2018
erikdahlstrom pushed a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Feb 12, 2018
erikdahlstrom pushed a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Feb 12, 2018
robertos pushed a commit that referenced this issue Feb 20, 2018
…ware 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.
@robertos
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This was fixed by #11

erikdahlstrom added a commit to erikdahlstrom/glTF-Toolkit that referenced this issue Feb 22, 2018
…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 pushed a commit that referenced this issue Feb 27, 2018
* 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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