private void UpdateTexture()
 {
     MipMapLevels = 0;
     if (cubeTexture != null)
     {
         cubeTextureRes.CreateView(cubeTexture);
         if (cubeTextureRes.TextureView != null && cubeTextureRes.TextureView.Description.Dimension == ShaderResourceViewDimension.TextureCube)
         {
             MipMapLevels = cubeTextureRes.TextureView.Description.TextureCube.MipLevels;
         }
     }
     else
     {
         cubeTextureRes.DisposeAndClear();
     }
 }