Hey, going from OpenGL 4 to DX11, and am currently stuck at uploading some diffuse textures to pixel shader.
1) I've seen code samples where you create a sampler object (kinda like in OpenGL?) in D3D code and I've also seen sampler types defined explicitly in the HLSL shader. Is there any reason to pick one over the other?
2) How are mipmaps created in DX11? In OpenGL, theres a function specifically generate mipmaps for a texture, and then you can set sampler parameters to use mipmaps when sampling the textures. How is this done in DX11?
Edited by KaiserJohan, 19 July 2014 - 05:18 PM.