protected void createTexture()
{
// Just create the texture here, and point it at ourselves for when
// it wants to (re)load for real
String texName = Name + "FontTexture";
// Create, setting isManual to true and passing self as loader
texture = (Texture)TextureManager.Instance.Create( texName, Group, true, this, null );
texture.TextureType = TextureType.TwoD;
texture.MipmapCount = 0;
texture.Load();
TextureUnitState t = Material.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( texName );
// Allow min/mag filter, but no mip
t.SetTextureFiltering( FilterOptions.Linear, FilterOptions.Linear, FilterOptions.None );
}