nvidia::apex::UserRenderBoneBuffer Class Reference
Used for storing skeletal bone information used during skinning. More...
#include <UserRenderBoneBuffer.h>
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] data Contains the source data for the bone buffer. [in] firstBone first bone to start writing to. [in] numBones number 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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