//<B.M> /// <summary> /// Generate a new empty texure, this will be managed and destroyed appropriatly /// </summary> /// <param name="name">Name for new texture</param> /// <returns>new Texture</returns> public static Texture GenEmptyTexture(int width, int height, Texture.Type type, string name, int unit = 0) { var t = new Texture(width, height, type, unit); textureDictionary.Add(name, t); return(t); }
public Texture.Type GetTextureType() { Texture.Type ret = (Texture.Type)ITexturePINVOKE.Texture_GetTextureType(swigCPtr); return(ret); }
void TextureManager_TextureLoadingSkipMipMaps(string textureName, Texture.Type textureType, ref int skipMipMaps) { //Here the developer can override a level per texture. Default is RendererWorld.InitializationOptions.TextureQualitySkipMipMaps. //skipMipMaps = 0; //skipMipMaps = 5; }