static int _m_GetVertexAttributeFormat(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.Mesh.MeshData gen_to_be_invoked; translator.Get(L, 1, out gen_to_be_invoked);



                {
                    UnityEngine.Rendering.VertexAttribute _attr; translator.Get(L, 2, out _attr);

                    UnityEngine.Rendering.VertexAttributeFormat gen_ret = gen_to_be_invoked.GetVertexAttributeFormat(_attr);
                    translator.Push(L, gen_ret);


                    translator.Update(L, 1, gen_to_be_invoked);


                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Пример #2
0
 static int SupportsVertexAttributeFormat(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Rendering.VertexAttributeFormat arg0 = (UnityEngine.Rendering.VertexAttributeFormat)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rendering.VertexAttributeFormat));
         int  arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
         bool o    = UnityEngine.SystemInfo.SupportsVertexAttributeFormat(arg0, arg1);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }