directx - Generating a 16-bits per channel PNG file procedurally -
is there way generate 16-bits per channel(rgba) png file using d3dx11savetexturetofile? or version of directx, image library(c++), image format
i tried use sample code here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
and modified function names d3d11 version.
the program works when set desc.format dxgi_format_r8g8b8a8_unorm .
but d3dx11savetexturetofile returns e_fail when changed desc.format dxgi_format_r16g16b16a16_unorm .
i've tried use devil (developer's image library) doesn't support 16-bits per channel png file.
the format can save texture-formats d3dx11_iff_dds
. seems d3dx11savetexturetofile
can't save 16bit pngs. 1 possibility extract imagedata of texture , save manually 1 of possibilities (e.g. opencv or libpng) discussed here: writing 16 bit uncompressed image using opencv.
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