As i catch it structure D3DX11_IMAGE_LOAD_INFO is deprecated in DX 11 for Windows 8.1 and up, what kind of structure can i use for replacement for this structure.
D3DX11_IMAGE_LOAD_INFO is part of the D3DX11 utility library from the DirectX SDK.
D3DX9, D3DX10, and D3DX11 are all deprecated along with the legacy DirectX SDK. See MSDN for the full details here.
Depending on what exactly you were wanting to do with D3DX11 here, there are a number of different options (all of which are open source under the MIT license).
The DirectXTex library provides the functionality in D3DX for loading bitmaps, resizing and converting them, generating mipmaps, compressing, and then writing them out as .DDS files. This is usually overkill for most applications to do at run-time, and not a particularly good use of end-user's time anyhow, but it's great for writing custom content tool pipelines for texture processing. The DirectXTex package includes a 'sample' which is the venerable texconv command-line tool written to use DirectXTex instead of D3DX.
The DDSTextureLoader module is intended to handle efficient loading of .DDS files and creating Direct3D 11 resources from them. It does not perform any runtime conversions, so some legacy files with pixel formats that do not directly map to a DXGI format will fail to load and in some cases the DXGI format of the file is not supported by the device and will also fail to load. For these cases, you will want to use DirectXTex to convert them offline to something that you can rely on being able to load on your target machine. This code supports the full range of Direct3D 11 resources including 1D, 2D, 3D, cubemaps, and texture arrays with mipmaps. The DDSTextureLoader module is included in both the DirectXTK library and in the DirectXTex package.
For very simple cases, there is also a WICTextureLoader module which can load standard bitmap files, does some runtime conversions and resizing, and then creates a Direct3D 11 texture 2D from it. It can optionally enable the 'auto-gen mipmaps' feature of Direct3D 11 to provide some basic mipmap support as well (standard bitmap files can't store mipmaps with the base image the way a .DDS file can). This makes use of the Windows Imaging Component (WIC), but is much more 'heavyweight' than DDSTextureLoader. This gives you less control over the quality of the filtering (particularly mipmaps), and does not support complex textures like volume maps, cubemaps, or texture arrays. The WICTextureLoader module is also included in both the DirectXTK library and in the DirectXTex package.
The ScreenGrab module is intended as a light-weight texture saver for creating 'screen shot' bitmap files from render target textures. The ScreenGrab module is included in the DirectXTK library and DirectXTex package.
-- excerpt from this post
For a complete catalog of replacements for legacy D3DX, see this post. There are similar posts for samples, tools, and the DirectX components.
Since you've marked this question with the VS 2013 tag, I'm assuming you are using Visual Studio 2013. You should read about the Windows 8.1 SDK that comes with it. There's a NuGet package for DirectX Tool Kit that works with VS 2013 Update 5, as well as a "Direct3D Game" template package for VS 2013 that you might want to check out.
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How does one read or write files (png, txt, jpg...) in OpenGL ES? Target is Android through Visual Studio.
Unfortunately it's not as simple as placing the assets in the same directory as the main program and then referencing them using fstream.h or stdio.h like with the Opengl equivalent. I've tried creating folders like res/raw and using android/asset_manager.h and similar libraries. Is it even possible through this IDE? I'll be done in Unity by the time this gets resolved...
You don't. OpenGL is an API concerned with transforming vertices, and drawing pixels on a screen. File formats are outside the definition of OpenGL. In other words, if you want to use a *.png as an input/output format, you'll need to find a 3rd party library that supports that file format (e.g. libPNG), and use that to transfer the pixel data to OpenGL.
The raw file stream classes (e.g. ifstream) have zero concept of a file format. Again, another reason why you use a 3rd party library.
Unity is a full fledged game engine, and as such has spent time building support for various file formats (e.g. PNG, obj, etc). OpenGL is far lower level that that. A good place to start for image data, is a lib such as DevIL (which itself includes other 3rd party libraries such as libPNG, libJPEG, etc).
I've read this DirectX 11 tutorial on VS2015 (http://www.rastertek.com/dx11s2tut04.html), and found out that the author compiles the vertex and pixel shader separately, using the .vs file and .ps file respectively.
And I also found out that in the book "3D Game Programming with DirectX 11" the author use .fx file to organize the shaders throughout the book.
Which method should I use to develop my direct3D program with the latest version of Windows SDK, I wonder? Since I've heard that the Effects11 framework might be deprecated in the future.
You should avoid using fx targets for new projects, and opt for per-stage compilation instead. Note that this is independent of whether you actually put your shader code in separate files, though having one .vs or .ps per shader is a common convention. Full D3D11 support for effects profiles (i.e. fx_5_0) is already deprecated in the latest (Windows 10) compiler, and there is no fx_5_1 at all (some directx-12 features require shader model 5.1).
Is there a similar library to PixTools for capturing images, images from a scanner and then treat them with image recognition for OSX operating systems?
PixTools / Scan developers programmatic Gives Control of the Entire scanning process and every scanner feature
I am programming a system in MAC that use a scanner,i am programming in swift.
I require is a library that allows me to manipulate the images and perform OCR as pixtools for .Net
Yes; what you're looking for are the ImageKit and ImageCaptureCore frameworks.
Note that ImageKit is a bit more general than PixTools; it handles transferring images from cameras as well as running scanners. However, it does not support some of the more complex image enhancement and recognition features supported by PixTools.
I'm looking for source code (as I bet a lot of others are / were and will) for learning purposes of DirectX. I would like something similar to the vs2013 Graphics Editor when dealing with *.fbx files, etc. Every thing I find is old and outdated, or way to simple and does not show the basics like transformation cursor, picking objects or points on objects. I'm just looking for something basic.
many thanks in advance
The DirectX Tool Kit is a good place to start and includes some tutorial content as well. It supports loading models using the VS 2013 content pipeline that produces CMOs from FBX files.
You didn't state if you were looking to write a Windows desktop application (aka a Win32 application) or if you were looking to write for Windows Store / Windows phone. DirectX Tool Kit supports either, although the tutorial is written using a Windows desktop application template so that developers using Windows 7 could also utilize it.
You should also refer to the DirectX SDK Samples Catalog for locations of updated versions of the legacy DirectX SDK samples that build fine using VS 2013 only.
I'm currently developing a consrol software for a camera that delivers 14 bit/sample grayscale images (specifically it's a scientific x-ray camera).
So far I just used the upper 8 bits and passed those to a QImage, so that I could see something. However now I need to show all detail, a widget that supports HDR and tone/pseudocolour mapping is needed.
Before I start developing such a widget and subclass QImage for HDR support I'd like to know if someone already did this for Qt and published the source under LGPL.
VTK has really good Qt widgets and supports everything what you may need for medical imaging.
Currently we use ParaView. ParaView is based on VTK and Qt, fully open source and easily extensible.