/// <summary>
        /// 
        /// </summary>
        private void CreateCubeTexture()
        {
            // we must have those defined here
            Debug.Assert(srcWidth > 0 && srcHeight > 0);

            // determine which D3D9 pixel format we'll use
            D3D.Format d3dPixelFormat = ChooseD3DFormat();

            // at this point, Ogre checks to see if this texture format works,
            // but we go on and figure out the rest of our info first.

            // set the appropriate usage based on the usage of this texture
            D3D.Usage d3dUsage =
                ((usage & TextureUsage.RenderTarget) == TextureUsage.RenderTarget) ? D3D.Usage.RenderTarget : D3D.Usage.None;

            // how many mips to use?
            int numMips = numRequestedMipmaps + 1;

            // Check dynamic textures
            if ((usage & TextureUsage.Dynamic) != 0) {
                if (CanUseDynamicTextures(d3dUsage, ResourceType.CubeTexture, d3dPixelFormat)) {
                    d3dUsage |= D3D.Usage.Dynamic;
                    dynamicTextures = true;
                } else {
                    dynamicTextures = false;
                }
            }
            // check if mip maps are supported on hardware
            mipmapsHardwareGenerated = false;
            if (devCaps.TextureCaps.SupportsMipCubeMap) {
                if (((usage & TextureUsage.AutoMipMap) == TextureUsage.AutoMipMap)
                    && numRequestedMipmaps > 0)
                {
                    // use auto.gen. if available
                    mipmapsHardwareGenerated = this.CanAutoGenMipMaps(d3dUsage, ResourceType.CubeTexture, d3dPixelFormat);
                    if (mipmapsHardwareGenerated) {
                        d3dUsage |= D3D.Usage.AutoGenerateMipMap;
                        numMips = 0;
                    }
                }
            } else {
                // no mip map support for this kind of texture
                numMipmaps = 0;
                numMips = 1;
            }

            // check texture requirements
            D3D.TextureRequirements texRequire = new D3D.TextureRequirements();
            texRequire.Width = srcWidth;
            texRequire.Height = srcHeight;
            texRequire.NumberMipLevels = numMips;
            texRequire.Format = d3dPixelFormat;
            // NOTE: Although texRequire is an out parameter, it actually does
            //       use the data passed in with that object.
            TextureLoader.CheckTextureRequirements(device, d3dUsage, Pool.Default, out texRequire);
            numMips = texRequire.NumberMipLevels;
            d3dPixelFormat = texRequire.Format;
            Debug.Assert(cubeTexture == null);
            Debug.Assert(texture == null);
            log.InfoFormat("Created normal texture {0}", this.Name);
            // create the texture
            cubeTexture = new D3D.CubeTexture(
                    device,
                    srcWidth,
                    numMips,
                    d3dUsage,
                    d3dPixelFormat,
                    d3dPool);

            // store base reference to the texture
            texture = cubeTexture;

            // set the final texture attributes
            D3D.SurfaceDescription desc = cubeTexture.GetLevelDescription(0);
            SetFinalAttributes(desc.Width, desc.Height, 1, D3DHelper.ConvertEnum(desc.Format));

            if (mipmapsHardwareGenerated)
                texture.AutoGenerateFilterType = GetBestFilterMethod();
        }
        /// <summary>
        /// 
        /// </summary>
        private void LoadCubeTexture()
        {
            Debug.Assert(this.TextureType == TextureType.CubeMap);
            using (AutoTimer auto = new AutoTimer(textureLoadMeter)) {
                // DDS load?
                if (name.EndsWith(".dds")) {
                    Stream stream = TextureManager.Instance.FindResourceData(name);

                    // use D3DX to load the image directly from the stream
                    int numMips = numRequestedMipmaps + 1;
                    // check if mip map volume textures are supported
                    if (!(devCaps.TextureCaps.SupportsMipCubeMap)) {
                        // no mip map support for this kind of textures :(
                        numMipmaps = 0;
                        numMips = 1;
                    }
                    // Determine D3D pool to use
                    D3D.Pool pool;
                    if ((usage & TextureUsage.Dynamic) != 0)
                        pool = D3D.Pool.Default;
                    else
                        pool = D3D.Pool.Managed;
                    Debug.Assert(cubeTexture == null);
                    Debug.Assert(texture == null);

                    // load the cube texture from the image data stream directly
                    cubeTexture =
                        TextureLoader.FromCubeStream(device, stream, (int)stream.Length, 0, numMips,
                                                 D3D.Usage.None,
                                                 D3D.Format.Unknown,
                                                 pool,
                                                 Filter.Triangle | Filter.Dither,
                                                 Filter.Box, 0);

                    // store off a base reference
                    texture = cubeTexture;

                    // set the image data attributes
                    SurfaceDescription desc = cubeTexture.GetLevelDescription(0);
                    d3dPool = desc.Pool;
                    // set src and dest attributes to the same, we can't know
                    SetSrcAttributes(desc.Width, desc.Height, 1, D3DHelper.ConvertEnum(desc.Format));
                    SetFinalAttributes(desc.Width, desc.Height, 1, D3DHelper.ConvertEnum(desc.Format));

                    isLoaded = true;
                    internalResourcesCreated = true;

                    stream.Dispose();
                } else {
                    // Load from 6 separate files
                    // Let Axiom use its own codecs
                    ConstructCubeFaceNames(name);

                    List<Image> images = new List<Image>();

                    int pos = name.LastIndexOf('.');
                    string ext = name.Substring(pos + 1);
                    for (int i = 0; i < 6; ++i) {
                        // find & load resource data into stream
                        Stream stream = TextureManager.Instance.FindResourceData(cubeFaceNames[i]);
                        images.Add(Image.FromStream(stream, ext));
                        stream.Dispose();
                    }
                    LoadImages(images);
                }
            } // using
        }