Well met!
When I load a texture from a file (using D3DX11CreateShaderResourceViewFromFileA) and display the result on a screen-sized rectangle, the final image does have a lower visual quality than the original image (rendertarget and texture same resolution ofc). For textures on model etc. that might not be visible, but it certainly is for interface-elements.
Therefore my question is:
How do I control texture-quality in dx11? Using load-info, the samplerstate, or something else? Does the fileFormat make any difference?
Thank you for your time!