extern private static void ICall_RenderComponent_SetVisible(RenderComponent self, bool bVis);
private static extern string ICall_RenderComponent_GetMaterialID(RenderComponent self, int iSubMesh);
extern private static void ICall_RenderComponent_SetShaderConstantParam(RenderComponent self, int iSubMesh, String sParamName, float val);
extern private static uint ICall_RenderComponent_GetShaderCount(RenderComponent self);
extern private static String ICall_RenderComponent_GetShaderID(RenderComponent self, int index);
extern private static void ICall_RenderComponent_SetTexture(RenderComponent self, int iSubMesh, String sParamName, String sTexId, int iPriority);
private static extern void ICall_RenderComponent_SetShaderConstantParam(RenderComponent self, int iSubMesh, String sParamName, float val);
extern private static MaterialInstance ICall_RenderComponent_GetMaterialInstance(RenderComponent self, int iSubMesh);
private static extern bool ICall_RenderComponent_IsVisible(RenderComponent self);
private static extern void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
private static extern String ICall_RenderComponent_GetShaderID(RenderComponent self, int index);
private static extern uint ICall_RenderComponent_GetShaderCount(RenderComponent self);
private static extern MaterialInstance ICall_RenderComponent_GetMaterialInstance(RenderComponent self, int iSubMesh);
public virtual void OnWillRenderObject(RenderComponent sender) { }
private static extern void ICall_RenderComponent_SetShaderConstantParamF4(RenderComponent self, int iSubMesh, String sParamName, ref Vector4 val);
extern private static string ICall_RenderComponent_GetMaterialID(RenderComponent self, int iSubMesh);
private static extern void ICall_RenderComponent_SetShaderID(RenderComponent self, int iSubMesh, String sSharderId);
extern private static void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
private static extern void ICall_RenderComponent_SetTexture(RenderComponent self, int iSubMesh, String sParamName, String sTexId, int iPriority);
extern private static void ICall_RenderComponent_SetShaderID(RenderComponent self, int iSubMesh, String sSharderId);
private static extern void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
extern private static void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
private static extern void ICall_RenderComponent_SetVisible(RenderComponent self, bool bVis);
extern private static void ICall_RenderComponent_SetShaderConstantParamF4(RenderComponent self, int iSubMesh, String sParamName, ref Vector4 val);
private static extern void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
extern private static void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
virtual public void OnWillRenderObject(RenderComponent sender) { }
extern private static bool ICall_RenderComponent_IsVisible(RenderComponent self);
extern private static void ICall_RenderComponent_SetMaterialID(RenderComponent self, int iSubMesh, String pMonoStr, bool bCopy);