| Create | |
| WithDepth | |
| WithDepthFormat | Uses the same depth format as what the screen/framebuffer uses. |
| WithDynamicUsage | Provides a hint to the GPU that this texture will be updated regularly. (almost every frame) |
| WithFormat | The internal texture format to use. |
| WithGPUOnlyUsage | Specify the texture to ONLY be used on the GPU on not allow CPU access. |
| WithHeight | |
| WithInitialColor | Once the texture is created it will be cleared to this color |
| WithMips | |
| WithMSAA | |
| WithMultiSample16X | Sets the texture to use 16x multisampling. |
| WithMultiSample2X | Sets the texture to use 2x multisampling. |
| WithMultiSample4X | Sets the texture to use 4x multisampling. |
| WithMultiSample6X | Sets the texture to use 6x multisampling. |
| WithMultiSample8X | Sets the texture to use 8x multisampling. |
| WithScreenFormat | Sets the internal texture format to use the same format as the screen/frame buffer. |
| WithScreenMultiSample | Sets the texture to use the same multisampling as whatever the screen/framebuffer uses |
| WithSemiStaticUsage | Provides a hint to the GPU that this texture will only be updated sometimes. |
| WithSize | |
| WithStaticUsage | Provides a hint to the GPU that this texture will not be modified. |
| WithUAVBinding | 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 |