createTexture method

Texture? createTexture(
  1. StorageMode storageMode,
  2. int width,
  3. int height, {
  4. PixelFormat format = PixelFormat.r8g8b8a8UNormInt,
  5. dynamic sampleCount = 1,
  6. TextureCoordinateSystem coordinateSystem = TextureCoordinateSystem.renderToTexture,
  7. bool enableRenderTargetUsage = true,
  8. bool enableShaderReadUsage = true,
  9. bool enableShaderWriteUsage = false,
})

Allocates a new texture in GPU-resident memory.

Returns null if the Texture creation failed.

Implementation

Texture? createTexture(
  StorageMode storageMode,
  int width,
  int height, {
  PixelFormat format = PixelFormat.r8g8b8a8UNormInt,
  sampleCount = 1,
  TextureCoordinateSystem coordinateSystem =
      TextureCoordinateSystem.renderToTexture,
  bool enableRenderTargetUsage = true,
  bool enableShaderReadUsage = true,
  bool enableShaderWriteUsage = false,
}) {
  Texture result = Texture._initialize(
    this,
    storageMode,
    format,
    width,
    height,
    sampleCount,
    coordinateSystem,
    enableRenderTargetUsage,
    enableShaderReadUsage,
    enableShaderWriteUsage,
  );
  return result.isValid ? result : null;
}