public virtual void RenderTriangles(IntPtr UPtr, NVGPaint *Paint, NVGCompositeOpState Op, NVGScissor *Scsr, NVGVertex *Vrts, int Num) { NVGVertex[] VrtsArr = new NVGVertex[Num]; for (int i = 0; i < Num; i++) { VrtsArr[i] = Vrts[i]; } RenderTrianglesSafe(UPtr, *Paint, Op, *Scsr, VrtsArr); }
public virtual void RenderStroke(IntPtr UPtr, NVGPaint *Paint, NVGCompositeOpState Op, NVGScissor *Scsr, float Fringe, float StrokeWdth, NVGPath *Paths, int Num) { NVGPath[] PathsArr = new NVGPath[Num]; for (int i = 0; i < Num; i++) { PathsArr[i] = Paths[i]; } RenderStrokeSafe(UPtr, *Paint, Op, *Scsr, Fringe, StrokeWdth, PathsArr); }
// TODO public virtual void RenderFill(IntPtr UPtr, NVGPaint *Paint, NVGCompositeOpState Op, NVGScissor *Scsr, float Fringe, float *Bounds, NVGPath *Paths, int Num) { NVGPath[] PathsArr = new NVGPath[Num]; for (int i = 0; i < Num; i++) { PathsArr[i] = Paths[i]; } RenderFillSafe(UPtr, *Paint, Op, *Scsr, Fringe, new float[] { Bounds[0], Bounds[1], Bounds[2], Bounds[3] }, PathsArr); }
public abstract void RenderTrianglesSafe(IntPtr UPtr, NVGPaint Paint, NVGCompositeOpState Op, NVGScissor Scsr, NVGVertex[] Vrts);
public abstract void RenderStrokeSafe(IntPtr UPtr, NVGPaint Paint, NVGCompositeOpState Op, NVGScissor Scsr, float Fringe, float StrokeWdth, NVGPath[] Paths);
public abstract void RenderFillSafe(IntPtr UPtr, NVGPaint Paint, NVGCompositeOpState Op, NVGScissor Scsr, float Fringe, float[] Bounds, NVGPath[] Paths);