Hi all,
I've tried to replace D3DX11 texture loading by using Directxtex, advised by microsoft
So far I thought I could just download the .H and .CPP files, place them in a folder which I include in my project, and go for it.
Unfortunaly that doesn't work, my solution/ code compiles, but I get an unresolved external (like a LIB is missing or something).
Do you have any experience with using this library (in particular the DDS loader)?
On github I also see there's a Visual Studio project of the DDS loader/ directxtex library, I could compile that and generate a LIB, but I don't know if that's really needed to just use the DDS loader.
Any input is appreciated.
#include <DDSTextureLoader.h> // load and create 1 texture //HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/darkbrickdxt1.dds", 0, 0, &mDiffuseMapSRV, 0 )); HR(CreateDDSTextureFromFile(md3dDevice, L"Textures/darkbrickdxt1.dds", NULL, &mDiffuseMapSRV));
1>main.obj : error LNK2001: unresolved external symbol "long __cdecl DirectX::CreateDDSTextureFromFile(struct ID3D11Device *,wchar_t const *,struct ID3D11Resource * *,struct ID3D11ShaderResourceView * *,unsigned int,enum DirectX::DDS_ALPHA_MODE *)" (?CreateDDSTextureFromFile@DirectX@@YAJPAUID3D11Device@@PB_WPAPAUID3D11Resource@@PAPAUID3D11ShaderResourceView@@IPAW4DDS_ALPHA_MODE@1@@Z) 1>E:\projects\D3D11 practice\Minimal application\Release\Minimal application.exe : fatal error LNK1120: 1 unresolved externals