GetNativeDepthBufferPtr() public method

Retrieve a native (underlying graphics API) pointer to the depth buffer resource.

public GetNativeDepthBufferPtr ( ) : IntPtr
return IntPtr
Example #1
0
 static public int GetNativeDepthBufferPtr(IntPtr l)
 {
     try {
         UnityEngine.RenderTexture self = (UnityEngine.RenderTexture)checkSelf(l);
         var ret = self.GetNativeDepthBufferPtr();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Example #2
0
 static int QPYX_GetNativeDepthBufferPtr_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 1);
         UnityEngine.RenderTexture QPYX_obj_YXQP = (UnityEngine.RenderTexture)ToLua.CheckObject <UnityEngine.RenderTexture>(L_YXQP, 1);
         System.IntPtr             QPYX_o_YXQP   = QPYX_obj_YXQP.GetNativeDepthBufferPtr();
         LuaDLL.lua_pushlightuserdata(L_YXQP, QPYX_o_YXQP);
         return(1);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
Example #3
0
 static int GetNativeDepthBufferPtr(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)ToLua.CheckObject <UnityEngine.RenderTexture>(L, 1);
         System.IntPtr             o   = obj.GetNativeDepthBufferPtr();
         LuaDLL.lua_pushlightuserdata(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
	static int GetNativeDepthBufferPtr(IntPtr L)
	{
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.RenderTexture.GetNativeDepthBufferPtr");
#endif
		try
		{
			ToLua.CheckArgsCount(L, 1);
			UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)ToLua.CheckObject<UnityEngine.RenderTexture>(L, 1);
			System.IntPtr o = obj.GetNativeDepthBufferPtr();
			LuaDLL.lua_pushlightuserdata(L, o);
			return 1;
		}
		catch (Exception e)
		{
			return LuaDLL.toluaL_exception(L, e);
		}
	}