Public Sub New( _ ByVal device As Device, _ ByVal width As Integer, _ ByVal height As Integer, _ ByVal numLevels As Integer, _ ByVal usage As Usage, _ ByVal format As Format, _ ByVal pool As Pool _ )
System.Int32. Width of the texture's top level, in pixels. The pixel dimensions of subsequent levels are the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of one pixel. Thus, if the division by 2 results in 0, 1 is taken instead.
height
System.Int32. Height of the texture's top level, in pixels. The pixel dimensions of subsequent levels are the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of one pixel. Thus, if the division by 2 results in 0, 1 is taken instead.
numLevels
System.Int32. Number of levels in the texture. If this is 0, Microsoft® Direct3D® generates all texture sublevels down to 1 by 1 pixels for hardware that supports mipmapped textures. Check the BaseTexture.LevelCount parameter to see the number of levels generated.
usage
Microsoft.DirectX.Direct3D.Usage. Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more Usage constants. It is good practice to match the usage parameter with the CreateFlags in the Device constructor.