private IntPtr AllocateTextureBufferInternal(int size, int width, int height, int format, bool hasMipMaps) { // :TODO: do we need to know if linear? TextureBuffer textureBuffer = new TextureBuffer(size, width, height, format, hasMipMaps, m_idGenerator.GetNextID()); return(textureBuffer.CreatePointerToMarshalledTextureBuffer()); }