public override HardwareIndexBuffer CreateIndexBuffer( IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer ) { var indexBuffer = new GLESHardwareIndexBuffer( this, type, numIndices, usage, true ); lock ( IndexBuffersMutex ) { indexBuffers.Add( indexBuffer ); } return indexBuffer; }
public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer) { var indexBuffer = new GLESHardwareIndexBuffer(this, type, numIndices, usage, true); lock ( IndexBuffersMutex ) { indexBuffers.Add(indexBuffer); } return(indexBuffer); }
/// <summary> /// /// </summary> /// <param name="type"></param> /// <param name="numIndices"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer) { // always use shadowBuffer GLESHardwareIndexBuffer buf = new GLESHardwareIndexBuffer(this, type, numIndices, usage, true); lock ( _indexBufferLock ) { indexBuffers.Add(buf); } return(buf); }
/// <summary> /// /// </summary> /// <param name="type"></param> /// <param name="numIndices"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareIndexBuffer CreateIndexBuffer( IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer ) { // always use shadowBuffer GLESHardwareIndexBuffer buf = new GLESHardwareIndexBuffer( this, type, numIndices, usage, true ); lock ( _indexBufferLock ) { indexBuffers.Add( buf ); } return buf; }