APEX Framework: nvidia::apex::UserRenderSpriteBufferDesc Class Reference

NVIDIA APEX

nvidia::apex::UserRenderSpriteBufferDesc Class Reference

describes the semantics and layout of a sprite buffer More...

#include <UserRenderSpriteBufferDesc.h>

List of all members.

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

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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