public unsafe Texture(int levels, PixelInternalFormats internalFormat, Vec2 <int> size) { fixed(uint *addr = &_hdc) { Gl.CreateTextures(Gl.Texture2D, 1, addr); } Gl.TextureStorage2D(_hdc, levels, (uint)internalFormat, size.X, size.Y); }
public void SetStorage(PixelInternalFormats fmt, Vec2 <int> size) => Gl.NamedRenderbufferStorage(_hdc, (uint)fmt, size.X, size.Y);