Copyright (c) Microsoft Corporation.
June 5, 2024
The DirectX Tool Kit Model Viewer is an interactive test application for validating .SDKMESH
, .VBO
, and .CMO
files rendered using the DirectX Tool Kit.
This code is designed to build with Visual Studio VS 2019 (16.11) or later.
All content and source code for this package are subject to the terms of the MIT License.
For the latest version of the Model Viewer for DirectX Tool Kit, bug reports and feature requests, please visit the project site on GitHub.
Run VS 2019
Open Project/Solution... DirectXTKModelViewer_Desktop_2019_Win10.sln
Ensure DirectXTKModelViewer_Desktop_2019_Win10
is the "StartUp Project"
Build and Run (F5)
Run VS 2019
Open Project/Solution... DirectXTKModelViewer_GDK_2019.sln
Ensure DirectXTKModelViewer_*
is the "StartUp Project"
Build and Run (F5) or use Deploy Solution
For GDK, you can use the -render4K command-line option.
If a Xbox 360 or Xbox One gamepad controller is plugged into the PC it can be used to control the viewer (see below for details). If you press the "View" button, an Open File Dialog is used to select the model (.SDKMESH or .VBO) to load.
If no controller is plugged in, you can use keyboard & mouse controls. If you press the "O" key, an Open File Dialog is used to select the model (.SDKMESH or .VBO) to load.
-
Press and hold LEFT mouse button to rotate view (SHIFT+LEFT button rotates object instead)
-
Press and hold RIGHT mouse button to translate view in XY (SHIFT+RIGHT translates in Z)
-
Scroll wheel controls zoom (i.e. distance between camera and focus point)
W/S and PageUp/PageDown translates in Z
A/D and Left/Right translates in X
Up/Down translates in Y
Q/E rotate left/right
B toggles culling mode
C cycles background color
G toggles the grid display
H toggles HUD display
J toggles the cross display
R toggles wireframe
L toggles lighting vs. unlit (BasicEffect only)
T cycles tone-mapping operator
N cycles bone rendering mode (World vs. Rigid/Skinnned)
[/] scales the FOV
+/- scales the grid size
O loads model
Enter/Backspace cycles Image-Based Lighting for PBR models
Home key resets camera to default position
End key resets model to default rotation
For Xbox, only the gamepad controls are available. When you press the "View" button, the tool enumerates the .SDKMESH and .VBO files in the root of the D:\ drive and allows you to select one of them to load.
A - Change modes Orbit vs. FPS
B - Toggles wireframe/culling/lighting mode
X - Cycles grid, viewpoint cross, and HUD display
Y - Cycle background color
Menu - Cycle tone-mapping operator
DPAD
U – Translate Up
D – Translate Down
R – Translate Right
L – Translate Left
Right Trigger - Increment FOV
Left Trigger – Decrement FOV
Right Bumper – Increment translate sensitivity
Left Bumper – Decrement translate sensitivity
Left Thumbstick button - Frame scene extents
Orbit
Right Thumbstick
R – Orbit Right
L – Orbit Left
U – Orbit Up
D – Orbit Down
Click – Reset View to Default
Left Thumbstick
R – Rotate (Roll) Right
L – Rotate (Roll) Left
U – Move towards view point
D – Move away from view point
Click - cycles bone rendering mode
FPS
Right Thumbstick
R – Rotate Right
L – Rotate Left
U – Rotate Up
D – Rotate Down
Left Thumbstick
R – Translate Right
L – Translate Left
U – Translate Forward
D – Translate Back
Click - cycles bone rendering mode
For Xbox, after you start up the viewer app, you can use the Xbox Developer Command Prompt to copy data files to the system:
xbcp /x/title <source directory> xd:\
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.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
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.