Retrieve a native (underlying graphics API) pointer to the depth buffer resource.
static public int GetNativeDepthBufferPtr(IntPtr l) { try { UnityEngine.RenderTexture self = (UnityEngine.RenderTexture)checkSelf(l); var ret = self.GetNativeDepthBufferPtr(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static int QPYX_GetNativeDepthBufferPtr_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 1); UnityEngine.RenderTexture QPYX_obj_YXQP = (UnityEngine.RenderTexture)ToLua.CheckObject <UnityEngine.RenderTexture>(L_YXQP, 1); System.IntPtr QPYX_o_YXQP = QPYX_obj_YXQP.GetNativeDepthBufferPtr(); LuaDLL.lua_pushlightuserdata(L_YXQP, QPYX_o_YXQP); return(1); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int GetNativeDepthBufferPtr(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)ToLua.CheckObject <UnityEngine.RenderTexture>(L, 1); System.IntPtr o = obj.GetNativeDepthBufferPtr(); LuaDLL.lua_pushlightuserdata(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetNativeDepthBufferPtr(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.RenderTexture.GetNativeDepthBufferPtr"); #endif try { ToLua.CheckArgsCount(L, 1); UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)ToLua.CheckObject<UnityEngine.RenderTexture>(L, 1); System.IntPtr o = obj.GetNativeDepthBufferPtr(); LuaDLL.lua_pushlightuserdata(L, o); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } }