
_texture.Bind() should be it
uTexture in your shader before binding the texture, i would try that first)


unmanaged and so i just store a pointerunmanaged...
_texture.Bind()uTextureunmanagedunmanagedfixed (byte* ptr = Encoding.UTF8.GetBytes("text"))
// things with ptrpublic class Thing
{
void* whatever;
public Thing(byte[] stuff)
{
fixed (void* ptr = stuff)
whatever = ptr;
}
} public static implicit operator PointerLike<T>(T[] a) => new(){Span = a};