public void LockRange(int _lockBeginBytes, int _lockLength) { var newRange = new BufferRange{ mStartOffset = _lockBeginBytes, mLength = _lockLength }; IntPtr syncName = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, 0); var newLock = new BufferLock{mRange= newRange, mSyncObj = syncName }; mBufferLocks.Add(newLock); }
private void cleanup(BufferLock _bufferLock) { GL.DeleteSync(_bufferLock.mSyncObj); }