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); } } }