using System.Numerics;
namespace Raylib_cs;
public static unsafe partial class Rlgl
{
/// Load depth texture/renderbuffer (to be attached to fbo)
public static uint LoadTextureDepth(int width, int height, bool useRenderBuffer) =>
LoadTextureDepth(width, height, useRenderBuffer ? 1 : 0);
/// Attach texture/renderbuffer to a framebuffer
public static void FramebufferAttach(
uint fboId,
uint texId,
FramebufferAttachType attachType,
FramebufferAttachTextureType texType,
int mipLevel
) => FramebufferAttach(fboId, texId, (int)attachType, (int)texType, mipLevel);
/// Set shader value matrices
public static void SetUniformMatrices(int locIndex, Matrix4x4[] mat)
{
fixed (Matrix4x4* p = mat)
{
SetUniformMatrices(locIndex, p, mat.Length);
}
}
}