LiteFX::Rendering::IGraphicsFactory::createTexture¶
Creates a texture.
Synopsis¶
Declared in <litefx/rendering_api.hpp>
[[dllimport, dllexport]] SharedPtr<IImage> createTexture(
Format format,
Size3d const& size,
ImageDimensions dimension = ImageDimensions::DIM_2,
UInt32 levels = 1,
UInt32 layers = 1,
MultiSamplingLevel samples = MultiSamplingLevel::x1,
ResourceUsage usage = ResourceUsage::Default,
AllocationBehavior allocationBehavior = AllocationBehavior::Default) const;
Description¶
A texture in LiteFX is always backed by GPU-only visible memory and thus can only be transferred to/from. Thus you typically have to create a buffer using createBuffer first that holds the actual image bytes. You than can transfer/copy the contents into the texture.
Return Value¶
The instance of the texture.
Parameters¶
| Name | Description |
|---|---|
| format | The format of the texture image. |
| size | The dimensions of the texture. |
| dimension | The dimensionality of the texture. |
| layers | The number of layers (slices) in this texture. |
| levels | The number of mip map levels of the texture. |
| samples | The number of samples, the texture should be sampled with. |
| usage | The intended usage for the buffer. |
| allocationBehavior | The behavior controlling what happens if currently there is not enough memory available for the resource. |
See Also¶
createTextures