I have a fairly simple question regarding loading texture mechanism in new Windows 8 Direct3D SDK.
So far I see that all CreateShaderResourceFromFile, CreateTexturedFromFile and other functions are deprecated and wiped out. Microsoft suggests to use DirectXTex third-party library for operations with textures. In previous SDK's it was very simple to just create DDS file and then load it as resource/texture/whatever. But now they are pushing us to use third-party library.
It would be okay for me, but as I'm learning DX myself, I want to load DDS files by using my own framework (kind of) so that I can actually understand how does loading data from file to D3D pipeline occure. I looked at Win8SDK DX tutorials and DirectXTex code, but they are complicated and demand lots of time to understand how things are going inside them.
Can you guys suggest some references to learn how can I load textures in D3D11 by myself without using third-party solutions?
Edited by GuardianX, 07 February 2013 - 06:11 AM.