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