/// <summary> /// /// </summary> /// <param name="vertexSize"></param> /// <param name="numVerts"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage, bool useShadowBuffer) { GLHardwareVertexBuffer buffer = new GLHardwareVertexBuffer(vertexSize, numVerts, usage, useShadowBuffer); vertexBuffers.Add(buffer); return(buffer); }
public override HardwareVertexBuffer CreateVertexBuffer(VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer) { var buffer = new GLHardwareVertexBuffer(this, vertexDeclaration, numVerts, usage, useShadowBuffer); lock (VertexBuffersMutex) vertexBuffers.Add(buffer); return(buffer); }
public override HardwareVertexBuffer CreateVertexBuffer( VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer ) { var buffer = new GLHardwareVertexBuffer( this, vertexDeclaration, numVerts, usage, useShadowBuffer ); lock ( VertexBuffersMutex ) vertexBuffers.Add( buffer ); return buffer; }
/// <summary> /// /// </summary> /// <param name="vertexSize"></param> /// <param name="numVerts"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage, bool useShadowBuffer) { GLHardwareVertexBuffer buffer = new GLHardwareVertexBuffer(vertexSize, numVerts, usage, useShadowBuffer); vertexBuffers.Add(buffer); return buffer; }