Add support for uint as triangle indices for mesh updates API

This commit is contained in:
Wojtek Figat
2021-08-13 10:04:44 +02:00
parent 4984ba1bb3
commit f44e5fb2fe
6 changed files with 154 additions and 12 deletions

View File

@@ -404,9 +404,9 @@ private:
// Internal bindings
API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
API_FUNCTION(NoProxy) bool UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);
API_FUNCTION(NoProxy) bool UpdateMeshUInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);
API_FUNCTION(NoProxy) bool UpdateMeshUShort(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesInt(int32 triangleCount, MonoArray* trianglesObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesUInt(int32 triangleCount, MonoArray* trianglesObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesUShort(int32 triangleCount, MonoArray* trianglesObj);
API_FUNCTION(NoProxy) bool DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI);
};