public unsafe void BindComputeTextures( params Texture[] textures ) { var texturePtrs = stackalloc IntPtr[textures.Length]; for (var i = 0; i < textures.Length; i += 1) { texturePtrs[i] = textures[i].Handle; } Refresh.Refresh_BindComputeTextures( Device.Handle, Handle, (IntPtr)texturePtrs ); }