Axiom.RenderSystems.Xna.XnaTexture.CreateCubeTexture C# (CSharp) Method

CreateCubeTexture() private method

private CreateCubeTexture ( ) : void
return void
		private void CreateCubeTexture()
		{
			Debug.Assert( SrcWidth > 0 && SrcHeight > 0 );

			// use current back buffer format for render textures, else use the one
			// defined by this texture format
			XFG.SurfaceFormat xnaPixelFormat =
				( Usage == TextureUsage.RenderTarget ) ? _bbPixelFormat : ( (XFG.SurfaceFormat)ChooseXnaFormat() );

			// how many mips to use?  make sure its at least one
			int numMips = ( MipmapCount > 0 ) ? MipmapCount : 1;
            
            //see comment in CreateNormalTexture() -DoubleA

            //MipmapsHardwareGenerated = false;
            //if ( _devCaps.TextureCapabilities.SupportsMipCubeMap )
            //{
            //    MipmapsHardwareGenerated = true /*this.CanAutoGenMipMaps( xnaUsage, XFG.ResourceType.TextureCube, xnaPixelFormat ) */;
            //    if ( MipmapsHardwareGenerated )
            //    {
            //        numMips = 0;
            //    }
            //}
            //else
            //{
            //    // no mip map support for this kind of texture
            //    MipmapCount = 0;
            //    numMips = 1;
            //}

			if ( Usage == TextureUsage.RenderTarget )
			{
                renderTarget = (XFG.Texture)(new XFG.RenderTargetCube(_device, SrcWidth, _mipmapCount > 0 ? true : false, xnaPixelFormat, XFG.DepthFormat.Depth24Stencil8)) as XFG.RenderTarget2D;
				_cubeTexture = ( (XFG.Texture)renderTarget ) as XFG.RenderTargetCube;
                
				CreateDepthStencil();
			}
			else
			{
				// create the cube texture
                _cubeTexture = new XFG.TextureCube(_device, SrcWidth, (_mipmapCount > 0) ? true : false, xnaPixelFormat);
				// store base reference to the texture
			}

			_texture = _cubeTexture;

			SetFinalAttributes( SrcWidth, SrcHeight, 1, XnaHelper.Convert( xnaPixelFormat ) );

			if ( MipmapsHardwareGenerated )
			{
                //Generating mip maps API is no longer exposed. RenderTargets will auto-generate their mipmaps
                //but for other textures you're S.O.L. -DoubleA. See Shawn Hargreaves response to this thread: http://forums.create.msdn.com/forums/p/71559/436835.aspx
				//_texture.GenerateMipMaps( GetBestFilterMethod() );
			}
		}