fn create_empty_2d_texture(
        &self,
        name: impl Into<String>,
        width: u32,
        height: u32,
        mip_levels: u32,
    ) -> Result<TextureImage> {
        self.device
            .create_empty_2d_texture(name, width, height, mip_levels)
    }
/// Create an empty 2d texture object using the Graphic subsystem's logical
/// device.
Create an empty 2d texture object using the Graphic subsystem's logical
device.
Create an empty 2d texture object using the Graphic subsystem ' s logical device .
fn create_empty_2d_texture(
        &self,
        name: impl Into<String>,
        width: u32,
        height: u32,
        mip_levels: u32,
    ) -> Result<TextureImage> {
        self.device
            .create_empty_2d_texture(name, width, height, mip_levels)
    }
fn create_empty_2d_texture ( & self , name : impl Into < String > , width : u32 , height : u32 , mip_levels : u32 , ) -> Result < TextureImage > { self . device . create_empty_2d_texture ( name , width , height , mip_levels ) }
Create an empty 2d texture object using the Graphic subsystem's logical
device.
Create an empty 2d texture object using the Graphic subsystem ' s logical device .
&self
name
impl Into<String>
width
u32
height
u32
mip_levels
u32