nvidia::apex::UserRenderSpriteBuffer Class Reference
Used for storing per-sprite instance data for rendering. More...
#include <UserRenderSpriteBuffer.h>
Public Member Functions | |
virtual void | writeBuffer (const void *data, uint32_t firstSprite, uint32_t numSprites) |
Called when APEX wants to update the contents of the sprite buffer. | |
virtual bool | getInteropResourceHandle (CUgraphicsResource &handle) |
virtual bool | getInteropTextureHandleList (CUgraphicsResource *handleList) |
Get interop texture handle list. | |
virtual void | writeTexture (uint32_t textureId, uint32_t numSprites, const void *srcData, size_t srcSize) |
Write data to the texture. |
Detailed Description
Used for storing per-sprite instance data for rendering.
Member Function Documentation
virtual bool nvidia::apex::UserRenderSpriteBuffer::getInteropResourceHandle | ( | CUgraphicsResource & | handle | ) | [inline, virtual] |
Get the low-level handle of the buffer resource
- Returns:
- true if succeeded, false otherwise
virtual void nvidia::apex::UserRenderSpriteBuffer::writeBuffer | ( | const void * | data, |
uint32_t | firstSprite, | ||
uint32_t | numSprites | ||
) | [inline, virtual] |
Called when APEX wants to update the contents of the sprite 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 sprite buffer. [in] firstSprite first sprite to start writing to. [in] numSprites number of vertices to write.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:41
Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.