public override HardwareVertexBuffer CreateVertexBuffer( VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer ) { var vertexBuffer = new GLESHardwareVertexBuffer( this, vertexDeclaration, numVerts, usage, true ); lock ( VertexBuffersMutex ) { vertexBuffers.Add( vertexBuffer ); } return vertexBuffer; }
public override HardwareVertexBuffer CreateVertexBuffer(VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer) { var vertexBuffer = new GLESHardwareVertexBuffer(this, vertexDeclaration, numVerts, usage, true); lock ( VertexBuffersMutex ) { vertexBuffers.Add(vertexBuffer); } return(vertexBuffer); }
/// <summary> /// /// </summary> /// <param name="vertexSize"></param> /// <param name="numVerts"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareVertexBuffer CreateVertexBuffer(VertexDeclaration declaration, int numVerts, BufferUsage usage, bool useShadowBuffer) { // always use shadowBuffer GLESHardwareVertexBuffer buf = new GLESHardwareVertexBuffer(this, declaration, numVerts, usage, true); lock ( _vertexBufferLock ) { vertexBuffers.Add(buf); } return(buf); }
/// <summary> /// /// </summary> /// <param name="vertexSize"></param> /// <param name="numVerts"></param> /// <param name="usage"></param> /// <param name="useShadowBuffer"></param> /// <returns></returns> public override HardwareVertexBuffer CreateVertexBuffer( VertexDeclaration declaration, int numVerts, BufferUsage usage, bool useShadowBuffer ) { // always use shadowBuffer GLESHardwareVertexBuffer buf = new GLESHardwareVertexBuffer( this, declaration, numVerts, usage, true ); lock ( _vertexBufferLock ) { vertexBuffers.Add( buf ); } return buf; }