APEX Framework: nvidia::apex::UserRenderBoneBuffer Class Reference

NVIDIA APEX

nvidia::apex::UserRenderBoneBuffer Class Reference

Used for storing skeletal bone information used during skinning. More...

#include <UserRenderBoneBuffer.h>

List of all members.

Public Member Functions

virtual void writeBuffer (const nvidia::RenderBoneBufferData &data, uint32_t firstBone, uint32_t numBones)=0
 Called when APEX wants to update the contents of the bone buffer.

Detailed Description

Used for storing skeletal bone information used during skinning.

Separated out into its own interface as we don't know how the user is going to implement this it could be in another vertex buffer, a texture or just an array and skinned on CPU depending on engine and hardware support.


Member Function Documentation

virtual void nvidia::apex::UserRenderBoneBuffer::writeBuffer ( const nvidia::RenderBoneBufferData data,
uint32_t  firstBone,
uint32_t  numBones 
) [pure virtual]

Called when APEX wants to update the contents of the bone buffer.

The source data type is assumed to be the same as what was defined in the descriptor. APEX should call this function and supply data for ALL semantics that were originally requested during creation every time its called.

Parameters:
[in]dataContains the source data for the bone buffer.
[in]firstBonefirst bone to start writing to.
[in]numBonesnumber of bones to write.

The documentation for this class was generated from the following file:

Generated on Fri Dec 15 2017 13:58:41

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