struct TextureBuilder
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public TextureBuilder WithFormat( ImageFormat format )
The internal texture format to use.
formatTexture format
public TextureBuilder WithMips( int mips )
Generate amount of mip levels.
mipsHow many mips should be generated for this texture
public TextureBuilder WithUAVBinding( bool uav = True )
Support binding the texture as a Unordered Access View in a compute or pixel shader. This is required for binding a texture within a compute shader.
public Type GetType( )
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public int GetHashCode( )
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public bool Equals( object obj )
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public Texture Create( string name = null, bool anonymous = True, ReadOnlySpan<byte> data = null, int dataLength = 0 )
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public TextureBuilder WithDepthFormat( )
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public TextureBuilder WithScreenFormat( )
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public TextureBuilder WithScreenMultiSample( )
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public TextureBuilder WithMultiSample16X( )
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public TextureBuilder WithMultiSample8X( )
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public TextureBuilder WithMultiSample6X( )
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public TextureBuilder WithMultiSample4X( )
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public TextureBuilder WithMultiSample2X( )
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public TextureBuilder WithMSAA( MultisampleAmount amount )
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public TextureBuilder WithDepth( int depth )
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public TextureBuilder WithHeight( int height )
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public TextureBuilder WithWidth( int width )
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public TextureBuilder WithSize( Vector2 size )
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public TextureBuilder WithSize( int width, int height )
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public TextureBuilder WithGPUOnlyUsage( )
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public TextureBuilder WithDynamicUsage( )
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public TextureBuilder WithSemiStaticUsage( )
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public string ToString( )
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public TextureBuilder WithStaticUsage( )
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