public void ServoUnityCleanupRenderer(int windowIndex) { // Rather than calling ServoUnityPlugin_pinvoke.servoUnityCleanupRenderer(windowIndex) // directly, make sure the call runs on the rendering thread. ServoUnityPlugin_pinvoke.servoUnitySetRenderEventFunc2Param(windowIndex); GL.IssuePluginEvent(ServoUnityPlugin_pinvoke.GetRenderEventFunc(), 2); GL.InvalidateState(); }
public void ServoUnityRequestWindowUpdate(int windowIndex, float timeDelta) { // Rather than calling ServoUnityPlugin_pinvoke.servoUnityRequestWindowUpdate(windowIndex, timeDelta) // directly, make sure the call runs on the rendering thread. ServoUnityPlugin_pinvoke.servoUnitySetRenderEventFunc1Params(windowIndex, timeDelta); GL.IssuePluginEvent(ServoUnityPlugin_pinvoke.GetRenderEventFunc(), 1); GL.InvalidateState(); }