extern static int dx_DrawPrimitiveIndexed3DToShader_x64( out VERTEX3DSHADER Vertex, int VertexNum, out ushort Indices, int IndexNum, int PrimitiveType);
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 ); } }
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 ); } }
extern static int dx_DrawPrimitive3DToShader_x64( out VERTEX3DSHADER Vertex, int VertexNum, int PrimitiveType);
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 ); } }
extern static int dx_DrawPolygonIndexed3DToShader_x64( out VERTEX3DSHADER Vertex, int VertexNum, out ushort Indices, int PolygonNum);
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 ); } }
extern static int dx_DrawPolygon3DToShader_x64( out VERTEX3DSHADER Vertex, int PolygonNum);
extern static int dx_CalcPolygonIndexedBinormalAndTangentsToShader_x64( out VERTEX3DSHADER Vertex, int VertexNum, out ushort Indices, int PolygonNum);
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 ); } }
extern static int dx_CalcPolygonBinormalAndTangentsToShader_x64( out VERTEX3DSHADER Vertex, int PolygonNum);
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 ); }
public static int DrawPrimitive3DToShader( out VERTEX3DSHADER Vertex, int VertexNum, int PrimitiveType) { return dx_DrawPrimitive3DToShader( out Vertex , VertexNum , PrimitiveType ); }