nvidia::apex::UserRenderSpriteBufferDesc Class Reference
describes the semantics and layout of a sprite buffer More...
#include <UserRenderSpriteBufferDesc.h>
Public Member Functions | |
void | setDefaults () |
Default values. | |
bool | isValid (void) const |
Checks if data is correct. | |
bool | isTheSameAs (const UserRenderSpriteBufferDesc &other) const |
Check if this object is the same as other. | |
Public Attributes | |
uint32_t | maxSprites |
The maximum number of sprites that APEX will store in this buffer. | |
RenderBufferHint::Enum | hint |
A hint about the update frequency of this buffer. | |
uint32_t | semanticOffsets [RenderSpriteLayoutElement::NUM_SEMANTICS] |
Array of the corresponding offsets (in bytes) for each semantic. | |
uint32_t | stride |
The stride between sprites of this buffer. Required when CUDA interop is used! | |
bool | registerInCUDA |
Declare if the resource must be registered in CUDA upon creation. | |
PxCudaContextManager * | interopContext |
uint32_t | textureCount |
the number of textures | |
UserRenderSpriteTextureDesc | textureDescs [MAX_SPRITE_TEXTURES] |
an array of texture descriptors | |
Static Public Attributes | |
static const uint32_t | MAX_SPRITE_TEXTURES = 4 |
Max number of sprite textures. |
Detailed Description
describes the semantics and layout of a sprite buffer
Member Data Documentation
PxCudaContextManager* nvidia::apex::UserRenderSpriteBufferDesc::interopContext |
This context must be used to register and unregister the resource every time the device is lost and recreated.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:41
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