SceneAsset_createGeometryRenderThread function
- @Native<Void Function(Pointer<TEngine>, Pointer<Float>, Uint32, Pointer<Float>, Uint32, Pointer<Float>, Uint32, Pointer<Uint16>, Uint32, UnsignedInt, Pointer<Pointer<TMaterialInstance>>, Int, Pointer<NativeFunction<Void Function(Pointer<TSceneAsset>)>>)>(ffi.Pointer<TEngine>, ffi.Pointer<ffi.Float>, ffi.Uint32, ffi.Pointer<ffi.Float>, ffi.Uint32, ffi.Pointer<ffi.Float>, ffi.Uint32, ffi.Pointer<ffi.Uint16>, ffi.Uint32, ffi.UnsignedInt, ffi.Pointer<ffi.Pointer<TMaterialInstance>>, ffi.Int, ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(isLeaf: true)
void
SceneAsset_createGeometryRenderThread(
- Pointer<TEngine> tEngine,
- Pointer<Float> vertices,
- int numVertices,
- Pointer<Float> normals,
- int numNormals,
- Pointer<Float> uvs,
- int numUvs,
- Pointer<Uint16> indices,
- int numIndices,
- int tPrimitiveType,
- Pointer<Pointer<TMaterialInstance>> materialInstances,
- int materialInstanceCount,
- Pointer<NativeFunction<Void Function(Pointer<TSceneAsset>)>> callback,
)
Implementation
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TEngine>,
ffi.Pointer<ffi.Float>,
ffi.Uint32,
ffi.Pointer<ffi.Float>,
ffi.Uint32,
ffi.Pointer<ffi.Float>,
ffi.Uint32,
ffi.Pointer<ffi.Uint16>,
ffi.Uint32,
ffi.UnsignedInt,
ffi.Pointer<ffi.Pointer<TMaterialInstance>>,
ffi.Int,
ffi.Pointer<
ffi
.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(
isLeaf: true)
external void SceneAsset_createGeometryRenderThread(
ffi.Pointer<TEngine> tEngine,
ffi.Pointer<ffi.Float> vertices,
int numVertices,
ffi.Pointer<ffi.Float> normals,
int numNormals,
ffi.Pointer<ffi.Float> uvs,
int numUvs,
ffi.Pointer<ffi.Uint16> indices,
int numIndices,
int tPrimitiveType,
ffi.Pointer<ffi.Pointer<TMaterialInstance>> materialInstances,
int materialInstanceCount,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>
callback,
);