functions Methods 22

Create (name, anonymous, data, dataLength)
Texture
WithDepth (depth)
TextureBuilder
WithDepthFormat ()
TextureBuilder
Uses the same depth format as what the screen/framebuffer uses.
WithDynamicUsage ()
TextureBuilder
Provides a hint to the GPU that this texture will be updated regularly. (almost every frame)
WithFormat (format)
TextureBuilder
The internal texture format to use.
WithGPUOnlyUsage ()
TextureBuilder
Specify the texture to ONLY be used on the GPU on not allow CPU access.
WithHeight (height)
TextureBuilder
WithInitialColor (color)
TextureBuilder
Once the texture is created it will be cleared to this color
WithMips (mips)
TextureBuilder
WithMSAA (amount)
TextureBuilder
WithMultiSample16X ()
TextureBuilder
Sets the texture to use 16x multisampling.
WithMultiSample2X ()
TextureBuilder
Sets the texture to use 2x multisampling.
WithMultiSample4X ()
TextureBuilder
Sets the texture to use 4x multisampling.
WithMultiSample6X ()
TextureBuilder
Sets the texture to use 6x multisampling.
WithMultiSample8X ()
TextureBuilder
Sets the texture to use 8x multisampling.
WithScreenFormat ()
TextureBuilder
Sets the internal texture format to use the same format as the screen/frame buffer.
WithScreenMultiSample ()
TextureBuilder
Sets the texture to use the same multisampling as whatever the screen/framebuffer uses
WithSemiStaticUsage ()
TextureBuilder
Provides a hint to the GPU that this texture will only be updated sometimes.
WithSize (width, height)
TextureBuilder
WithStaticUsage ()
TextureBuilder
Provides a hint to the GPU that this texture will not be modified.
WithUAVBinding (uav)
TextureBuilder
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.
WithWidth (width)
TextureBuilder
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.