Texture_buildRenderThread function

  1. @Native<Void Function(Pointer<TEngine>, Uint32, Uint32, Uint32, Uint8, Uint16, IntPtr, UnsignedInt, UnsignedInt, Pointer<NativeFunction<Void Function(Pointer<TTexture>)>>)>(ffi.Pointer<TEngine>, ffi.Uint32, ffi.Uint32, ffi.Uint32, ffi.Uint8, ffi.Uint16, ffi.IntPtr, ffi.UnsignedInt, ffi.UnsignedInt, ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TTexture>)>>)>(isLeaf: true)
void Texture_buildRenderThread(
  1. Pointer<TEngine> engine,
  2. int width,
  3. int height,
  4. int depth,
  5. int levels,
  6. int tUsage,
  7. int import$,
  8. int sampler,
  9. int format,
  10. Pointer<NativeFunction<Void Function(Pointer<TTexture>)>> onComplete,
)

Implementation

@ffi.Native<
        ffi.Void Function(
            ffi.Pointer<TEngine>,
            ffi.Uint32,
            ffi.Uint32,
            ffi.Uint32,
            ffi.Uint8,
            ffi.Uint16,
            ffi.IntPtr,
            ffi.UnsignedInt,
            ffi.UnsignedInt,
            ffi.Pointer<
                ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TTexture>)>>)>(
    isLeaf: true)
external void Texture_buildRenderThread(
  ffi.Pointer<TEngine> engine,
  int width,
  int height,
  int depth,
  int levels,
  int tUsage,
  int import$,
  int sampler,
  int format,
  ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TTexture>)>>
      onComplete,
);