Example #1
0
 /// <summary>
 /// Start to read/write buffer.
 /// </summary>
 /// <param name="offset"></param>
 /// <param name="length"></param>
 /// <param name="access"></param>
 /// <param name="bind"></param>
 /// <returns></returns>
 public virtual IntPtr MapBufferRange(int offset, int length, MapBufferRangeAccess access, bool bind = true)
 {
     if (bind)
     {
         glBindBuffer((uint)this.Target, this.BufferId);
     }
     return(glMapBufferRange((uint)this.Target, offset, length, (uint)access));
 }
Example #2
0
        /// <summary>
        /// Start to read/write buffer.
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="access"></param>
        /// <param name="bind"></param>
        /// <returns></returns>
        public virtual IntPtr MapBufferRange(int offset, int length, MapBufferRangeAccess access, bool bind = true)
        {
            if (bind)
            {
                if (glBindBuffer == null)
                {
                    glBindBuffer = OpenGL.GetDelegateFor <OpenGL.glBindBuffer>();
                }
                glBindBuffer((uint)this.Target, this.BufferId);
            }

            if (glMapBufferRange == null)
            {
                glMapBufferRange = OpenGL.GetDelegateFor <OpenGL.glMapBufferRange>();
            }
            IntPtr pointer = glMapBufferRange((uint)this.Target, offset, length, (uint)access);

            return(pointer);
        }
Example #3
0
 /// <summary>
 /// Start to read/write buffer.
 /// <para>This will returns IntPtr.Zero as this buffer allocates no data in memory.</para>
 /// </summary>
 /// <param name="offset"></param>
 /// <param name="length"></param>
 /// <param name="access"></param>
 /// <param name="bind"></param>
 /// <returns></returns>
 public override IntPtr MapBufferRange(int offset, int length, MapBufferRangeAccess access, bool bind = true)
 {
     return(IntPtr.Zero);
 }
Example #4
0
 /// <summary>
 /// Start to read/write buffer.
 /// <para>This will returns IntPtr.Zero as this buffer allocates no data in memory.</para>
 /// </summary>
 /// <param name="offset"></param>
 /// <param name="length"></param>
 /// <param name="access"></param>
 /// <param name="bind"></param>
 /// <returns></returns>
 public override IntPtr MapBufferRange(int offset, int length, MapBufferRangeAccess access, bool bind = true)
 {
     return IntPtr.Zero;
 }
Example #5
0
        /// <summary>
        /// Start to read/write buffer.
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="access"></param>
        /// <param name="bind"></param>
        /// <returns></returns>
        public virtual IntPtr MapBufferRange(int offset, int length, MapBufferRangeAccess access, bool bind = true)
        {
            if (bind)
            {
                if (glBindBuffer == null) { glBindBuffer = OpenGL.GetDelegateFor<OpenGL.glBindBuffer>(); }
                glBindBuffer((uint)this.Target, this.BufferId);
            }

            if (glMapBufferRange == null) { glMapBufferRange = OpenGL.GetDelegateFor<OpenGL.glMapBufferRange>(); }
            IntPtr pointer = glMapBufferRange((uint)this.Target, offset, length, (uint)access);
            return pointer;
        }