forked from MoonsideGames/MoonWorks
				
			add element-wise SetBufferData overload
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				|  | @ -765,6 +765,22 @@ namespace MoonWorks.Graphics | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public void SetBufferData<T>( | ||||
| 			Buffer buffer, | ||||
| 			IntPtr dataPtr, | ||||
| 			uint bufferOffsetInElements, | ||||
| 			uint numElements | ||||
| 		) { | ||||
| 			Refresh.Refresh_SetBufferData( | ||||
| 				Device.Handle, | ||||
| 				Handle, | ||||
| 				buffer.Handle, | ||||
| 				(uint) Marshal.SizeOf<T>() * bufferOffsetInElements, | ||||
| 				dataPtr, | ||||
| 				(uint) Marshal.SizeOf<T>() * numElements | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Asynchronously copies data into a texture. | ||||
| 		/// </summary> | ||||
|  |  | |||
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