public virtual void RenderStroke(IntPtr UPtr, NVGPaint *Paint, NVGCompositeOpState Op, NVGScissor *Scsr, float Fringe, float StrokeWdth, NVGPath *Paths, int Num) { NVGPath[] PathsArr = new NVGPath[Num]; for (int i = 0; i < Num; i++) { PathsArr[i] = Paths[i]; } RenderStrokeSafe(UPtr, *Paint, Op, *Scsr, Fringe, StrokeWdth, PathsArr); }
// TODO public virtual void RenderFill(IntPtr UPtr, NVGPaint *Paint, NVGCompositeOpState Op, NVGScissor *Scsr, float Fringe, float *Bounds, NVGPath *Paths, int Num) { NVGPath[] PathsArr = new NVGPath[Num]; for (int i = 0; i < Num; i++) { PathsArr[i] = Paths[i]; } RenderFillSafe(UPtr, *Paint, Op, *Scsr, Fringe, new float[] { Bounds[0], Bounds[1], Bounds[2], Bounds[3] }, PathsArr); }