An actor instance that provides renderable data. More...
#include <RenderDataProvider.h>
Public Member Functions | |
virtual void | lockRenderResources ()=0 |
Lock the renderable resources of this Renderable actor. | |
virtual void | unlockRenderResources ()=0 |
Unlocks the renderable data of this Renderable actor. | |
virtual void | updateRenderResources (bool rewriteBuffers=false, void *userRenderData=0)=0 |
Update the renderable data of this Renderable actor. |
Detailed Description
An actor instance that provides renderable data.
Member Function Documentation
virtual void nvidia::apex::RenderDataProvider::lockRenderResources | ( | ) | [pure virtual] |
Lock the renderable resources of this Renderable actor.
Locks the renderable data of this Renderable actor. If the user uses an RenderableIterator to retrieve the list of Renderables, then locking is handled for them automatically by APEX. If the user is storing Renderable pointers and using them ad-hoc, then they must use this API to lock the actor while updateRenderResources() and/or dispatchRenderResources() is called. If an iterator is not being used, the user is also responsible for insuring the Renderable has not been deleted by another game thread.
virtual void nvidia::apex::RenderDataProvider::unlockRenderResources | ( | ) | [pure virtual] |
Unlocks the renderable data of this Renderable actor.
See locking semantics for RenderDataProvider::lockRenderResources().
virtual void nvidia::apex::RenderDataProvider::updateRenderResources | ( | bool | rewriteBuffers = false , |
void * | userRenderData = 0 |
||
) | [pure virtual] |
Update the renderable data of this Renderable actor.
When called, this method will use the UserRenderResourceManager interface to inform the user about its render resource needs. It will also call the writeBuffer() methods of various graphics buffers. It must be called by the user each frame before any calls to dispatchRenderResources(). If the actor is not being rendered, this function may also be skipped.
- Parameters:
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[in] rewriteBuffers If true then static buffers will be rewritten (in the case of a graphics device context being lost if managed buffers aren't being used) [in] userRenderData A pointer used by the application for context information which will be sent in the UserRenderResourceManager::createResource() method as a member of the UserRenderResourceDesc class.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:40
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