Source Sdk Tools Texture Pack
Posted By admin On 15.08.19. This section contains the following:. What's New in the August 2009 DirectX SDK This version of the DirectX SDK contains the following new features, tools, and documentation. Direct3D 11 RTM The August 2009 DirectX SDK contains the first official release of the DirectX developer resources for Direct3D 11, DXGI 1.1, Direct2D, and DirectWrite.
Developers can now publish and distribute Direct3D 11 applications and games that leverage all of the software and hardware features of DirectX 11 in Windows 7 and Windows Vista. To obtain the Direct3D 11 runtime, please obtain an RTM version of Windows 7 or follow the procedure described in. For more details, see Direct3D 11 Deployment for Game Developers All headers, import libraries, and symbol files (.pdb files) are no longer marked as beta with the 'beta' suffix and now link to the RTM versions of the runtimes. In addition, the HLSL compiler features for Direct3D 11 are now of release quality. The beta DLLs are no longer available in the DirectX SDK.
Effects 11 The new Effects runtime for Direct3D 11 is now available. Effects 11 is provided in two parts: the D3DCompiler library and FXC. Both now support the new fx50 target.
Features of this new target include support for all Direct3D 11 features such as hull shaders, domain shaders, interfaces, and DirectCompute, as well as grouping of techniques within a single Effect file using the fxgroup keyword. Please refer to the documentation for more information ( Effects (Direct3D 11)). The Effects 11 runtime is provided as source in the Utilities directory, including Visual Studio 2005 and 2008 projects for building the runtime into a library for use in applications. Features include effect cloning for multithreaded operation, the new shader stages, unordered access views, interfaces, and extended user-defined state control.
For more information, please refer to the Effects 11 API documentation ( Effect System Interfaces (Direct3D 11)). Direct3D Compute Shader Extensions (D3DCSX) Included in the August 2009 DirectX SDK is the D3DCSX library, which includes new technologies for utilizing DirectCompute for advanced processing on the GPU. This first version includes implementations of scan and Fast-Fourier transform that utilize Direct3D 11 capable GPUs. Scan is a data-parallel algorithm for fast calculation of averages, sums, min, max, and other values from large data sets. The Fast-Fourier transform provides conversion from temporally sampled data to frequency information.
Tool textures are used, mostly by the tools but sometimes by the engine. Identical to tools/toolsblack texture only in white. Source SDK Hub; Steam Games. Quake Mission Pack 1: Scourge of Armagon::: See Quake 1::. Source SDK: (You'll need Steam for this link to work)::. Thanks to Sean Palmer.
Please refer to the documentation Compute Shader Overview for more information. New and Improved Samples The August 2009 release includes many new samples across a broad range of areas. Basic Samples BasicHLSL11 EmptyProject11 SimpleSample11. Shadow Techniques CascadedShadowMaps11 ContactHardeningShadows11 VarianceShadows11.
Compute Shader BasicCompute11 ComputeShaderSort11 NBodyGravityCS11 OIT11. Tessellation DetailTessellation11 PNTriangles11 SimpleBezier11.
BC6H/BC7 Texture Compression BC6HBC7EncoderDecoder11. DDS File Format DDSWithoutD3DX11 DDSWithoutD3DX (Updated Direct3D 10 Sample) NOTE: The DDS file format documentation has been updated with more detail, and is now located in the Windows Graphics documentation under the 'DXGI' node. Direct3D 10.1 HDAO10.1 TransparencyAA10.1. Windows 7 Touch Messages WindowsTouch NOTE: Building this sample requires the Windows SDK for Windows 7 and Windows Server 2008 R2 to be installed as it makes use of updated Win32 headers. Games for Windows Showcase S.6 (Direct3D 10 Sample) 10BitScanout10 Games for Windows Technical and Test Requirements Update The August 2009 release includes the most recent version of the Games for Windows documentation (1.4.2009). Changes include:.
Full details on Windows 7 applicability, particularly for the Game Explorer GDF version 2 schema (TR 1.1) and changes to Windows Family Safety/Parental Controls (TR 1.2). New Windows Vista and Windows 7 Technical Requirement (TR 1.8) for High-DPI Aware support.
Source Sdk Texture Pack
Refresh of the Games for Windows Showcase Appendix for showcase S.1, S.2, and S.3, as well as new showcases S.4, S.5, and S.6. New Recommended Best Practices Appendix. XNA Test Case Tool Update The August 2009 release includes an updated XNA Test Case Tool. The XNA Test Case Tool facilitates the process of verifying that a title meets all the technical requirements and test requirements needed to receive the Games for Windows brand. This update adds the following new features:.
The tool checks for digital time stamps in the signatures and checks to see if files are set to be High-DPI Aware. The report generated by the tool includes rating information, e.g. ESRB, from the game description file (.gdf).
The tool generates a list of the.exe files and the requested execution levels that are specified in their manifests. Knowing the requested execution levels helps to avoid issues with User Account Control (UAC). The tool enables the user to specify that the results file should be encrypted. The Setup program for the DirectX SDK copies the install file for the XNA Test Case Tool to the following location: Utilities bin x86 Microsoft XNA Test Tools MicrosoftXNATestTools.msi XNA Math Improvements The August 2009 release includes an updated XNA Math, version 2.01. XNA Math now has new compiler directive, XMSTRICTVECTOR4.
This opt-in directive disallows the usage of XboxMath-like member accessors such as.x,.y, and.z. This makes it easier to write portable XNA Math code. Additionally, XNA Math has added conversion support for the following Windows graphics formats:. 16-bit color formats (565, 555X, 5551). 4-bits per channel color formats (4444). Unique Direct3D 10/11 formats (DXGIFORMATR9G9B9E5SHAREDEXP and DXGIFORMATR11G11B10FLOAT) DirectX SDK Utilities Updates This release includes an updated DirectX Capabilities Viewer utility and Graphics Card Capabilities spreadsheet with details on Direct3D 11, DXGI 1.1, 10level9 feature levels, and the WARP10 software rendering device.
The Texture Conversion tool for Direct3D 10, texconv10, has been replaced by texconvex which supports all DXGI 1.x formats for Direct3D 10 and Direct3D 11. The DXERR9 library has been removed. The DXERR library supports all current error codes. The DirectX Control Panel has been updated to support the Direct3D 11 debug layer.
Note that both the Direct3D 10 and Direct3D 11 debug layers are controlled by the same settings. Documentation Organization The August 2009 release includes a new 'Windows Graphics' documentation collection which includes the Direct3D 9, Direct3D 10.x, Direct3D 11, D3DX, DXGI, and HLSL content formerly located in the main DirectX SDK documentation collection. Known Issues with the August 2009 SDK Direct3D 11 Samples may fail to start on Windows Vista For the August 2009 DirectX SDK, all the samples and tools use the RTM versions of the Direct3D 11 Runtime OS components. These components are not installed by the DirectX SDK Developer Runtime nor by the DirectSetup REDIST.
Deploying these components on Windows Vista or Windows Server 2008 requires installing, which in turn requires that Service Pack 2 for these operating system is already installed. Windows 7 and Windows Server 2008 R2 already include the Direct3D 11 Runtime OS components.
Without these components, some of the Direct3D 11 samples will fall back to Direct3D 9 rendering, while others will fail to run. For more information on KB 971644 and handling Direct3D 11 prerequisites, see the technical article Direct3D 11 Deployment for Game Developers.
August 2009 PIXWin Has Limited Support for Direct3D 11 Applications The August 2009 version of PIX for Windows will record and play back back single and full-stream captures of applications using the Direct3D 11 API unless they make use of Compute Shader shaders or resources, Dynamic Shader Linkage binding, Tessellation shaders, or shared resource device methods. Use of any of these will cause PIX for Windows to abort the capture. The following features are not supported when using a Direct3D 11 device: UI injection display, frame counters, pixel history, shader debugging, or mesh viewer. August 2009 D3D9D.dll is Versioned for Windows XP SP2 The D3D9D.dll that is included in the August 2009 DirectX SDK is versioned for Windows XP SP2. If you use this DLL on Windows XP SP3 with an application that uses the Windows Presentation Framework (WPF), the code in the DLL will assert. This issue does not occur on Windows Vista or Windows 7.
If you require only debug output, that is you do not require symbols, you could also use the checked version of D3D9.dll, which is compatible with Windows XP SP3. Just rename the checked D3D9.dll to D3D9D.dll. The checked version of D3D9.dll is available to MSDN subscribers.
DXERR9 library removed from the DirectX SDK The DXERR9 library has been removed from the DirectX SDK as of the August 2009 release. The DXERR9 error look-up library has been deprecated for some time in favor of DXERR which supports a broad range of DirectX and related error codes. The DirectX SDK Error Look-up Tool uses DXERR. August 2009 PIXWin Cannot View Full-Stream Captures of Applications Created using March 2009 Beta Components On Windows Vista systems, PIX files captured from DXUT-based programs on computers with the March 2009 DirectX SDK installed may show an error message when later opened with PIX on computers with the August 2009 DXSDK installed. This is because the March 2009 DirectX SDK included a preview of the WARP software rendering device, and DXUT-based programs temporarily create D3D devices of all types that are present on the system. The August 2009 DXSDK does not include the WARP device. Therefore PIX cannot successfully replay the call that creates the WARP device.
The issue can be resolved by installing the, which provides the WARP device. New Warning X3206: Implicit Truncation of Vector Type Beginning in the August 2009 release of the DirectX SDK, the compiler will warn when an implicit truncation of a vector type occurs. For example, the follow code would elicit the warning. Float4 FastShadow ( float3 vLightPos, float4 vDiffColor ) float2 vLightMax = vLightPos + gfFilterSize; if ( bTextured ) In.vDiffColor.xyz.= DiffuseTex.Sample ( DiffuseSampler, In.vTCoord ); To avoid the warning, swizzle out the vector components as shown below.
Float4 FastShadow ( float3 vLightPos, float4 vDiffColor ) float2 vLightMax = vLightPos.xy + gfFilterSize; if ( bTextured ) In.vDiffColor.xyz.= DiffuseTex.Sample ( DiffuseSampler, In.vTCoord ).xyz; D3DCompiler402dll Moved to New Cab Beginning in the August 2009 DirectX SDK release, D3DCompiler42.dll has been moved out of the D3DX CAB to a new CAB: D3DCompiler42.CAB. The D3DCompiler functionality implements the offline HLSL compiler for D3D 9, 10, or 11.
This change decouples compiler from D3DX. Title: HLSL Runtime Compiling for Shader Models that Do Not Allow NaN or Infinity Literals When compiling code that looks like the following: pow(max(0, f), e) If the result of max(0,f) is 0, the statement will be evaluated as exp(-inf. e), which may cause the following error message: (error X4579: NaN and infinity literals not allowed by shader model). This is because pow(0, e) will be expanded to exp(log(0). e), which will evaluated as exp(-inf.
e). The workaround for compiling code like this, for a shader model that does not allow NaN or infinity literals, is to change 0 in max(0, f) to 0.00001f, or some other acceptably small non-zero value. This scenario typically fails during a call to ID3DXEffectCompiler when compiling for shader models that do not allow NaN and infinity literals (such as DX9 shader targets). It is a regression from the November release. The result may show up when debugging a game that exits at startup and generates an error message such as 'nonzero reference count' or 'an error occurred in the device creation callback function'. IXACT3Engine::PrepareWave Doesn't Support xWMA In the March 2008 and later SDKs, the IXACT3Engine::PrepareWave doesn't support xWMA.
If you want to use xWMA in XACT, you can prepare those waves by calling one of the following methods:. IXACT3WaveBank::Prepare. IXACT3SoundBank::Prepare. IXACT3Engine::PrepareInMemoryWave. IXACT3Engine::PrepareStreamingWave Building Samples Using the Visual Studio 2005 Project Files Results In Harmless Warning Developers who build the samples may see the following harmless warning: manifest authoring warning 81010002: Unrecognized Element 'requestedPrivileges' in namespace 'urn:schemas-microsoft-com:asm.v2'. This is a known issue with the manifest tool (mt.exe) that ships in Visual Studio 2005 SP1. To remove this warning, developers should update their versions of mt.exe to the version that ships in the Windows SDK.
Developers should update the instances of mt.exe that ship in Visual Studio 2005 SP1, found in the following three locations:. VC bin. Common7 tools bin. SDK v2.0 bin Symbols for DirectX The latest and most complete source for debugging symbols is the Microsoft Symbol Server. We recommend using the symbol server rather than using the included partial symbols package. For instructions about using the Microsoft Symbol Server, see. Installation Notes for All Platforms.
This SDK is supported on the most recent service packs of the following operating systems: Windows XP, Windows Server 2003, Windows Server 2008, Windows Vista, and Windows 7. This SDK supports Visual Studio 2005 and Visual Studio 2008. Before installing the current DirectX SDK, remove previous versions of the DirectX SDK. Use the Samples Browser to install samples included with the DirectX SDK. Some samples require that you have installed the latest Microsoft Windows SDK on your system. If you are using Visual Studio and run the Platform SDK Integration tool, all custom include and library paths will be erased, including those added by the DirectX SDK. To fix the issue, developers need to either reinstall the DirectX SDK or manually add the paths to Visual Studio.
If you encounter compilation issues related to the DirectX headers, make sure that the include directories in Visual Studio are set correctly. On the Win32 platform, make sure that there is a reference to the DirectX headers. '$(DXSDKDIR)include' should appear in the include directory '$(VCInstallDir)Include.' . Several virus protection software applications interfere with SDK installation.
They may require you to disable virus protection software until SDK installation is completed. Your system may be corrupted, or cryptographic services may be disabled, if you encounter the following error message during installation: 'A cabinet file is necessary for installation and cannot be trusted.' To resolve the problem, try the following:. Enable cryptographic services.
On the Start menu, right-click My Computer, and then click Manage. The Computer Management window appears. In the left navigation pane, click Services and Applications. In the right pane, double-click Services, and then double-click Cryptographic Services.
The Cryptographic Services Properties property sheet appears. On the General tab, ensure that Service Status is Started, and that Startup Type is Automatic. If you are running Windows on a FAT32 drive, run scandisk. Try the resolution steps in. Try the resolution steps in. Remove temporary files in the%temp% folder.
If you are installing an end-user runtime, also remove '%windir% system32 directx websetup Error.' .
External firewall programs may indicate that the file InstallDeveloperFiles.exe wants to access the Internet. This is by design, and should be enabled.
Adobe Scout: Profile and optimize Adobe Scout is the new profiling and optimization tool for your content running in either Flash Player or Adobe AIR. For the first time, you have access to very granular information about CPU and GPU rendering, network or the ActionScript stack. Adobe Scout works automatically, without changes to your code, with the released versions of Flash Player and AIR. As a result, you can profile content in-context with very little effort. Flash Builder 4.7 is required to use Adobe Scout.
To profile mobile games, you also need to download the Scout Companion apps for, and. Adobe Gaming SDK: Useful tools and frameworks The Adobe Gaming SDK includes the following tools, frameworks, and resources to help you develop great games:. Compiler/Packager - Contains the compiler and packager to compile your mobile (AIR) and web (Flash Player) based games. Stage3D open-source frameworks - Starling, a 2D framework, Feathers, a 2D UI component framework, Dragonbones, a skeletal animation framework, and Away3D, a 3D framework. Native extensions for iOS - Native extensions provide easy access to device-specific libraries and features that are not available in the built-in ActionScript classes. To get started, we provide the following ANEs: Game Center, Product Store, Social, StageAd, and BetaTesting.
Note: These extensions are provided as beta. Please provide your feedback if you encounter any issues or bugs. Sample projects - Hungry Hero, Invawayders, Feathers components, and projects using the native extensions.
Adobe Texture Format Tools - Command-line utilities to create compresssed textures (ATFs) for Stage3D. Step 2 - Setup Copy the Adobe Gaming SDK Samples folder The Samples folder is read-only. If you would like to edit the code, copy the Samples folder to any location on your computer.
Overlay AIR SDK 3.7 in Flash Builder 4.7 Flash Builder 4.7 comes with the Adobe AIR 3.4 SDK bundled. The Gaming SDK includes latest Adobe AIR SDK (3.7). To use it, you need to manually overlay it in Flash Builder.
See for step by step directions. Install Away Builder Away Builder is an AIR application and will require the AIR Runtime present on your operating system. Adobe AIR can be downloaded from.
To install, simply double click the Away Builder.air installation file and follow the prompts. Step 3 - Learn Whether you are new to game development or just new to the Adobe Game Developer Tools, the sample games and projects included in the Gaming SDK will help you learn how to use the tools. With all of the source code, you can see how Hungry Hero was built using Starling and Invawayders using Away3D. You can demo the Feathers UI components. The native extension sample projects demonstrate how to use the native extensions in your games. Follow these steps to import the sample games and projects.
In Flash Builder 4.7, choose File Import Flash Builder Project. Select Project folder. Browse to the copy you created of the Samples folder and select the project you would like to import. Click Open. Click Finish.Note: For the Feathers UI demo, the ComponentsExplorer folder inside Feathers UI Components contains the Flash Builder Project. Learn more about using the Game Developer Tools.