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(); } }