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