private DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs ) : void | ||
matrix | Matrix4x4 | |
material | Material | |
shaderPass | int | |
topology | MeshTopology | |
bufferWithArgs | ComputeBuffer | |
리턴 | void |
static public int DrawProceduralIndirect(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 6) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Matrix4x4 a1; checkValueType(l, 2, out a1); UnityEngine.Material a2; checkType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.MeshTopology a4; checkEnum(l, 5, out a4); UnityEngine.ComputeBuffer a5; checkType(l, 6, out a5); self.DrawProceduralIndirect(a1, a2, a3, a4, a5); pushValue(l, true); return(1); } else if (argc == 7) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Matrix4x4 a1; checkValueType(l, 2, out a1); UnityEngine.Material a2; checkType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.MeshTopology a4; checkEnum(l, 5, out a4); UnityEngine.ComputeBuffer a5; checkType(l, 6, out a5); System.Int32 a6; checkType(l, 7, out a6); self.DrawProceduralIndirect(a1, a2, a3, a4, a5, a6); pushValue(l, true); return(1); } else if (argc == 8) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Matrix4x4 a1; checkValueType(l, 2, out a1); UnityEngine.Material a2; checkType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.MeshTopology a4; checkEnum(l, 5, out a4); UnityEngine.ComputeBuffer a5; checkType(l, 6, out a5); System.Int32 a6; checkType(l, 7, out a6); UnityEngine.MaterialPropertyBlock a7; checkType(l, 8, out a7); self.DrawProceduralIndirect(a1, a2, a3, a4, a5, a6, a7); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }