In this lesson, you learn how to load textures into your DirectX 12 powered applications. You learn how to use the compute pipeline to generate mipmaps for textures. You also learn about texture samplers and how to specify a texture sampler in the root signature. A texture sampler is used to control how the texels are read in a shader.
In this article I will give a quick introduction to DirectX. I will use Visual Studio 2008 as a development environment for this tutorial and I will start by showing how to install DirectX and configure Visual Studio 2008 to start developing DirectX applications. I assume that the reader has basic programming knowledge in C++. If you require a math refresher, you can refer to my “3D Math Primer” articles on Coordinate Spaces, Vector Operations, and Matrices.