Beispiel #1
0
		extern static int  dx_DrawPrimitiveIndexed3DToShader_x64( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  IndexNum, int  PrimitiveType);
Beispiel #2
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		public static int  DrawPrimitiveIndexed3DToShader( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  IndexNum, int  PrimitiveType)
		{
			if( System.IntPtr.Size == 4 )
			{
				return dx_DrawPrimitiveIndexed3DToShader_x86( out Vertex , VertexNum , out Indices , IndexNum , PrimitiveType );
			}
			else
			{
				return dx_DrawPrimitiveIndexed3DToShader_x64( out Vertex , VertexNum , out Indices , IndexNum , PrimitiveType );
			}
		}
Beispiel #3
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		public static int  DrawPolygonIndexed3DToShader( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  PolygonNum)
		{
			if( System.IntPtr.Size == 4 )
			{
				return dx_DrawPolygonIndexed3DToShader_x86( out Vertex , VertexNum , out Indices , PolygonNum );
			}
			else
			{
				return dx_DrawPolygonIndexed3DToShader_x64( out Vertex , VertexNum , out Indices , PolygonNum );
			}
		}
Beispiel #4
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		extern static int  dx_DrawPrimitive3DToShader_x64( out VERTEX3DSHADER  Vertex, int  VertexNum, int  PrimitiveType);
Beispiel #5
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		public static int  DrawPolygon3DToShader( out VERTEX3DSHADER  Vertex, int  PolygonNum)
		{
			if( System.IntPtr.Size == 4 )
			{
				return dx_DrawPolygon3DToShader_x86( out Vertex , PolygonNum );
			}
			else
			{
				return dx_DrawPolygon3DToShader_x64( out Vertex , PolygonNum );
			}
		}
Beispiel #6
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		extern static int  dx_DrawPolygonIndexed3DToShader_x64( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  PolygonNum);
Beispiel #7
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		public static int  CalcPolygonIndexedBinormalAndTangentsToShader( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  PolygonNum)
		{
			if( System.IntPtr.Size == 4 )
			{
				return dx_CalcPolygonIndexedBinormalAndTangentsToShader_x86( out Vertex , VertexNum , out Indices , PolygonNum );
			}
			else
			{
				return dx_CalcPolygonIndexedBinormalAndTangentsToShader_x64( out Vertex , VertexNum , out Indices , PolygonNum );
			}
		}
Beispiel #8
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		extern static int  dx_DrawPolygon3DToShader_x64( out VERTEX3DSHADER  Vertex, int  PolygonNum);
Beispiel #9
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		extern static int  dx_CalcPolygonIndexedBinormalAndTangentsToShader_x64( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  PolygonNum);
Beispiel #10
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		public static int  CalcPolygonBinormalAndTangentsToShader( out VERTEX3DSHADER  Vertex, int  PolygonNum)
		{
			if( System.IntPtr.Size == 4 )
			{
				return dx_CalcPolygonBinormalAndTangentsToShader_x86( out Vertex , PolygonNum );
			}
			else
			{
				return dx_CalcPolygonBinormalAndTangentsToShader_x64( out Vertex , PolygonNum );
			}
		}
Beispiel #11
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		extern static int  dx_CalcPolygonBinormalAndTangentsToShader_x64( out VERTEX3DSHADER  Vertex, int  PolygonNum);
Beispiel #12
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		public static int  DrawPrimitiveIndexed3DToShader( out VERTEX3DSHADER  Vertex, int  VertexNum, out ushort  Indices, int  IndexNum, int  PrimitiveType)
		{
			return dx_DrawPrimitiveIndexed3DToShader( out Vertex , VertexNum , out Indices , IndexNum , PrimitiveType );
		}
Beispiel #13
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		public static int  DrawPrimitive3DToShader( out VERTEX3DSHADER  Vertex, int  VertexNum, int  PrimitiveType)
		{
			return dx_DrawPrimitive3DToShader( out Vertex , VertexNum , PrimitiveType );
		}