UnityEngine.Rendering.CommandBuffer.DrawProceduralIndirect C# (CSharp) Method

DrawProceduralIndirect() private method

private DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs ) : void
matrix Matrix4x4
material Material
shaderPass int
topology MeshTopology
bufferWithArgs ComputeBuffer
return void
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs)
        {
            MaterialPropertyBlock properties = null;
            int argsOffset = 0;
            INTERNAL_CALL_DrawProceduralIndirect(this, ref matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties);
        }

Same methods

CommandBuffer::DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, [ argsOffset, [ properties ) : void
CommandBuffer::DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset ) : void

Usage Example

 static public int DrawProceduralIndirect(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 6)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Matrix4x4 a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Material a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.MeshTopology a4;
             checkEnum(l, 5, out a4);
             UnityEngine.ComputeBuffer a5;
             checkType(l, 6, out a5);
             self.DrawProceduralIndirect(a1, a2, a3, a4, a5);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 7)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Matrix4x4 a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Material a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.MeshTopology a4;
             checkEnum(l, 5, out a4);
             UnityEngine.ComputeBuffer a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             self.DrawProceduralIndirect(a1, a2, a3, a4, a5, a6);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 8)
         {
             UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Matrix4x4 a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Material a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.MeshTopology a4;
             checkEnum(l, 5, out a4);
             UnityEngine.ComputeBuffer a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             UnityEngine.MaterialPropertyBlock a7;
             checkType(l, 8, out a7);
             self.DrawProceduralIndirect(a1, a2, a3, a4, a5, a6, a7);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }