MSDN Documentation

Windows Development | DirectX Computational Graphics

Textures in DirectX

Textures are fundamental to creating visually rich and realistic 3D graphics. They are 2D images that can be mapped onto surfaces of 3D models to add detail, color, and visual properties. This section provides a comprehensive guide to understanding and implementing textures within DirectX.

What are Textures?

In computer graphics, a texture is a bitmap image that is applied to the surface of a polygon or other geometric primitive. This process is called texture mapping. Textures can represent a wide variety of surface properties, including:

Texture Formats

DirectX supports various texture formats, each optimized for different use cases and hardware capabilities. Common formats include:

Loading and Creating Textures

Textures can be loaded from image files (like .dds, .png, .jpg) or created programmatically. The process typically involves:

  1. Defining the texture properties (dimensions, format, mipmap levels).
  2. Allocating GPU memory for the texture.
  3. Uploading pixel data from a file or generated data to the GPU memory.

The DirectXTex library is a popular and powerful tool for loading, saving, and manipulating textures, including conversion between formats and generation of mipmaps.

Sampling Textures

Once a texture is on the GPU, it needs to be sampled in shaders to retrieve pixel color (texel) data. This involves:

Mipmaps

Mipmaps are pre-calculated, downscaled versions of a texture. They are crucial for performance and visual quality by allowing the GPU to select the most appropriate resolution of the texture based on the object's distance from the camera. This reduces aliasing artifacts and memory bandwidth.

Tutorials