I have been trying to figure out how to create and use cube maps for my Direct3D 11 program.
I have been led to believe that if I export my 6 images to a DDS file, I can simply load that one file using CreateDDSTextureFromFile(_device, inName, (ID3D11Resource**)&_texture, &_shaderResourceView)
. However I cannot find the tool that seems like it's supposed to be used for compiling the textures into DDS: dxtex.exe. In theory, it ships with the DirectX SDK, which has become defunct since Windows 8.1 (http://blogs.msdn.com/b/chuckw/archive/2013/07/01/where-is-the-directx-sdk-2013-edition.aspx). I have searched my hard drive and it does not exist (so presumably wasn't installed alongside Visual Studio -- I have 2013 and 2015; I'm running Windows 10, upgraded from 8.1).
There is also an Nvidia plugin for Photoshop which hasn't been updated in 3 years and crashes my copy of Photoshop when I try to run it (CC 2015). There are rumors of an AMD tool, but I read that it's not been supported for a while, like the Nvidia tool.
I even saw this post from a couple years back where they are simply loading up each texture individually (but for which it seems you are expected to use an outside library, as the CreateXXXTextureFromFile(...)
functions expect to assign a resource view, which I don't need until I've set up the array of texture data as a single cube map.
My question is this: how is someone intended to save out and load up cube maps these days? There doesn't appear to be any route that seems intentional so much as incidental.
I would prefer to load a single texture if possible.