struct TextureBuilder

in global :: Sandbox

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public TextureBuilder WithFormat( ImageFormat format )

The internal texture format to use.

  • format Texture format

public TextureBuilder WithMips( int mips )

Generate amount of mip levels.

  • mips How 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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