public static void CallLists(Int32 n, ListNameType type, IntPtr lists) { Debug.Assert(Delegates.pglCallLists != null, "pglCallLists not implemented"); Delegates.pglCallLists(n, (Int32)type, lists); CallLog("glCallLists({0}, {1}, 0x{2})", n, type, lists.ToString("X8")); }
public static void CallLists(Int32 n, ListNameType type, Object lists) { GCHandle pin_lists = GCHandle.Alloc(lists, GCHandleType.Pinned); try { CallLists(n, type, pin_lists.AddrOfPinnedObject()); } finally { pin_lists.Free(); } }
public static void glCallLists(Int32 n, ListNameType type, IntPtr lists) { i_OpenGL1_0.glCallLists(n, type, lists); }
internal static extern void glCallLists(Int32 n, ListNameType type, IntPtr lists);
internal void CallLists(int n, ListNameType type, uint[] lists) { gl.glCallLists(n, (int)type, lists); // Don't check for error, because this is called between // glBegin()/glEnd() //CheckException(); }
public static void CallLists(int n, ListNameType type, float[] lists) { gl.glCallLists(n, (int)type, lists); }