private bool UseDefaultPool()
{
// Determine D3D pool to use
// Use managed unless we're a render target or user has asked for
// a dynamic texture, and device supports D3DUSAGE_DYNAMIC (because default pool
// resources without the dynamic flag are not lockable)
return ( Usage == TextureUsage.RenderTarget ) || ( Usage == TextureUsage.Dynamic ) && _dynamicTextures;
}