Import a texture

In Evergine Studio, importing an image file will create a Texture asset, as explained in this article.
Inspect Textures in Asset Details
You can find the texture assets in the Assets Details panel when you select a folder in the Project Explorer.

Texture files in content directory
Textures imported in Evergine create an aditional metadata .wetx file.

Supported formats:
Evergine supports the following image formats:
| Extension | Compression | Alpha | Bits per pixel | Supported texture types | 
|---|---|---|---|---|
.jpg, jpeg | 
Lossy compression. Configurable | No | 24 | Texture2D | 
.png | 
Lossless compression | Yes | 8, 24, 48 | Texture2D | 
.bmp | 
No compression | Yes (not common) | 24 | Texture2D | 
.gif | 
Indexed colors | Yes | 8 | Texture2D | 
.tga | 
No | Yes | 32 | Texture2D | 
.hdr | 
No | No | 48 or 96 (high dynamic range) | Texture2D | 
.dds | 
Yes (S3, DXT1, DXT3, DXT5) | Yes | Multiple | Texture2D, Texture2DArray, Texture1D, Texture1DArray, TextureCube, TextureCubeArray, Texture3D | 
.ktx | 
Yes (ETC1S) | Yes | Multiple | Texture2D, Texture2DArray, Texture1D, Texture1DArray, TextureCube, TextureCubeArray, Texture3D | 
Sampler State association
A Texture graphic resource needs a Sampler State asset for properly filtering it. That's why the Texture asset contains a reference to a SamplerState of your project.

This way the Texture has a default SamplerState associated. Evergine will automatically use it.