diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index d4a1a67dea6..7ccaf880ee2 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3725,7 +3725,7 @@
Creates a texture based on a native handle that was created outside of Godot's renderer.
- [b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage.
+ [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. It will give you much more control over the texture's format and usage.
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 5707b993afc..02b28473951 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -1292,7 +1292,12 @@ RID TextureStorage::texture_create_from_native_handle(RS::TextureType p_type, Im
// Assumed to be a color attachment - see note above.
uint64_t usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- return RD::get_singleton()->texture_create_from_extension(type, format, RD::TEXTURE_SAMPLES_1, usage_flags, p_native_handle, p_width, p_height, p_depth, p_layers);
+ RID rd_texture = RD::get_singleton()->texture_create_from_extension(type, format, RD::TEXTURE_SAMPLES_1, usage_flags, p_native_handle, p_width, p_height, p_depth, p_layers);
+
+ RID texture = texture_allocate();
+ texture_rd_initialize(texture, rd_texture, p_layered_type);
+
+ return texture;
}
void TextureStorage::_texture_2d_update(RID p_texture, const Ref &p_image, int p_layer, bool p_immediate) {