way better than GC handles. i'm already using it in my V8 bindings lol
way better than GC handles. i'm already using it in my V8 bindings lol


byte[] again?unmanaged type
byte[] and whatnot, i'd like to internally store it all as raw pointersvoid* so they have to manage it themselves


struct TextureData {
void* DataPointer:
}
public Texture CreateTexture(blah stuff, TextureData* datas);