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DirectXMesh geometry processing library

http://go.microsoft.com/fwlink/?LinkID=324981

Copyright (c) Microsoft Corporation.

October 28, 2024

This package contains DirectXMesh, a shared source library for performing various geometry content processing operations including generating normals and tangent frames, triangle adjacency computations, vertex cache optimization, and meshlet generation.

This code is designed to build with Visual Studio 2019 (16.11), Visual Studio 2022, clang for Windows v12 or later, or MinGW 12.2. Use of the Windows 10 May 2020 Update SDK (19041) or later is required for Visual Studio. It can also be built for Windows Subsystem for Linux using GCC 11 or later.

These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see Where is the DirectX SDK?.

Directory Layout

The majority of the header files here are intended for implementation the library only (DirectXMeshP.h, scoped.h, etc.). Only DirectXMesh.h and DirectXMesh.inl are meant as a 'public' headers for the library.

This tool does not support legacy .X files, but can export CMO, SDKMESH, and VBO files.

Documentation

Documentation is available on the GitHub wiki.

Notices

All content and source code for this package are subject to the terms of the MIT License.

For the latest version of DirectXMesh, bug reports, etc. please visit the project site on GitHub.

Release Notes

FOR SECURITY ADVISORIES, see GitHub.

For a full change history, see CHANGELOG.md.

Old switchNew switch
-sdkmesh-ft sdkmesh<br />--file-type sdkmesh
-sdkmesh2-ft sdkmesh2<br />--file-type sdkmesh2
-cmo-ft cmo<br />--file-type cmo
-vbo-ft vbo<br />--file-type vbo
-wf-ft obj<br />--file-type obj
-flipu--flip-u
-flipv--flip-v
-flipz--flip-z

Support

For questions, consider using Stack Overflow with the directxtk tag, or the DirectX Discord Server in the dx12-developers or dx9-dx11-developers channel.

For bug reports and feature requests, please use GitHub issues for this project.

Contributing

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.

When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.

Tests for new features should also be submitted as a PR to the Test Suite repository.

Code of Conduct

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

Trademarks

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. 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.

Credits

The DirectXMesh library is the work of Chuck Walbourn, with contributions from Dr. Hugues Hoppe, Alex Nankervis, James Stanard, Craig Peeper, and the numerous other Microsoft engineers who developed the D3DX utility library over the years.

Thanks to Matt Hurliman for his contribution of the meshlet generation functions.

Thanks to Adrian Stone (Game Angst) for the public domain implementation of Tom Forsyth's linear-speed vertex cache optimization, and thanks to Tom Forsyth for his contribution.

Thanks to Andrew Farrier and Scott Matloff for their on-going help with code reviews.