SceneAsset_createFromFilamentAssetRenderThread function
- @Native<
Void Function(Pointer< (ffi.Pointer<TEngine>, ffi.Pointer<TGltfAssetLoader>, ffi.Pointer<TNameComponentManager>, ffi.Pointer<TFilamentAsset>, ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(isLeaf: true)TEngine> , Pointer<TGltfAssetLoader> , Pointer<TNameComponentManager> , Pointer<TFilamentAsset> , Pointer<NativeFunction< )>Void Function(Pointer< >TSceneAsset> )>
- Pointer<
TEngine> tEngine, - Pointer<
TGltfAssetLoader> tAssetLoader, - Pointer<
TNameComponentManager> tNameComponentManager, - Pointer<
TFilamentAsset> tFilamentAsset, - Pointer<
NativeFunction< onComplete,Void Function(Pointer< >TSceneAsset> )>
Implementation
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TEngine>,
ffi.Pointer<TGltfAssetLoader>,
ffi.Pointer<TNameComponentManager>,
ffi.Pointer<TFilamentAsset>,
ffi.Pointer<
ffi
.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(
isLeaf: true)
external void SceneAsset_createFromFilamentAssetRenderThread(
ffi.Pointer<TEngine> tEngine,
ffi.Pointer<TGltfAssetLoader> tAssetLoader,
ffi.Pointer<TNameComponentManager> tNameComponentManager,
ffi.Pointer<TFilamentAsset> tFilamentAsset,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>
onComplete,
);