Пример #1
0
 private TextureCallbacks(
     IntPtr _textureServiceHandle,
     TextureLoadHandler.AllocateTextureBufferCallback _allocateTextureBuffer,
     TextureLoadHandler.BeginUploadTextureBufferCallback _beginUploadTextureBuffer,
     IndoorMapTextureStreamingService.OnTextureReceivedCallback _onTextureReceived,
     TextureLoadHandler.ReleaseTextureCallback _releaseTexture,
     TextureLoadHandler.CreateCubemapFromFacesCallback _createCubemapFromFaces)
 {
     textureServiceHandle     = _textureServiceHandle;
     allocateTextureBuffer    = _allocateTextureBuffer;
     beginUploadTextureBuffer = _beginUploadTextureBuffer;
     onTextureReceived        = _onTextureReceived;
     releaseTexture           = _releaseTexture;
     createCubemapFromFaces   = _createCubemapFromFaces;
 }
Пример #2
0
 private static extern void Initialize(
     int screenWidth,
     int screenHeight,
     float screenDPI,
     [MarshalAs(UnmanagedType.LPStr)] string apiKey,
     [MarshalAs(UnmanagedType.LPStr)] string assetPath,
     ref ConfigParams.NativeConfig config,
     MeshUploader.AllocateUnpackedMeshCallback allocateUnpackedMesh,
     MeshUploader.UploadUnpackedMeshCallback uploadUnpackedMesh,
     MapGameObjectScene.AddMeshCallback addMesh,
     MapGameObjectScene.DeleteMeshCallback deleteMesh,
     MapGameObjectScene.VisibilityCallback setVisible,
     CameraApi.CameraEventCallback cameraEventCallback,
     AssertHandler.HandleAssertCallback assertHandlerCallback,
     TextureLoadHandler.AllocateTextureBufferCallback allocateTextureBuffer,
     TextureLoadHandler.BeginUploadTextureBufferCallback beginUploadTextureBuffer,
     TextureLoadHandler.ReleaseTextureCallback releaseTexture,
     [MarshalAs(UnmanagedType.LPStr)] string coverageTreeUrl,
     [MarshalAs(UnmanagedType.LPStr)] string themeUrl
     );