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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00

Big unsafe update 1

This commit is contained in:
2021-11-11 12:00:42 +00:00
parent bb7ceb2102
commit e5400d0bae
10 changed files with 97 additions and 107 deletions

View File

@@ -31,7 +31,7 @@ namespace Raylib_cs
/// NOTE: Data stored in CPU memory (and GPU)
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Mesh
public unsafe struct Mesh
{
/// <summary>
/// Number of vertices stored in arrays
@@ -46,63 +46,63 @@ namespace Raylib_cs
#region Default vertex data
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0, float *)
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public IntPtr vertices;
public float* vertices;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1, float *)
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public IntPtr texcoords;
public float* texcoords;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5, float *)
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public IntPtr texcoords2;
public float* texcoords2;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2, float *)
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public IntPtr normals;
public float* normals;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4, float *)
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public IntPtr tangents;
public float* tangents;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3, unsigned char *)
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public IntPtr colors;
public byte* colors;
/// <summary>
/// Vertex indices (in case vertex data comes indexed, unsigned short *)
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public IntPtr indices;
public ushort* indices;
#endregion
#region Animation vertex data
/// <summary>
/// Animated vertex positions (after bones transformations, float *)
/// Animated vertex positions (after bones transformations)
/// </summary>
public IntPtr animVertices;
public float* animVertices;
/// <summary>
/// Animated normals (after bones transformations, float *)
/// Animated normals (after bones transformations)
/// </summary>
public IntPtr animNormals;
public float* animNormals;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning, int *)
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public IntPtr boneIds;
public byte* boneIds;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning, float *)
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public IntPtr boneWeights;
public float* boneWeights;
#endregion
@@ -116,7 +116,7 @@ namespace Raylib_cs
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public IntPtr vboId;
public uint* vboId;
#endregion
}