APEX Framework: nvidia::apex::UserRenderVertexBuffer Class Reference

NVIDIA APEX

nvidia::apex::UserRenderVertexBuffer Class Reference

Used for storing per-vertex data for rendering. More...

#include <UserRenderVertexBuffer.h>

List of all members.

Public Member Functions

virtual bool getInteropResourceHandle (CUgraphicsResource &handle)
virtual void writeBuffer (const nvidia::RenderVertexBufferData &data, uint32_t firstVertex, uint32_t numVertices)=0
 Called when APEX wants to update the contents of the vertex buffer.

Detailed Description

Used for storing per-vertex data for rendering.


Member Function Documentation

virtual bool nvidia::apex::UserRenderVertexBuffer::getInteropResourceHandle ( CUgraphicsResource handle) [inline, virtual]

Get the low-level handle of the buffer resource (D3D resource pointer or GL buffer object ID)

Returns:
true id succeeded, false otherwise
virtual void nvidia::apex::UserRenderVertexBuffer::writeBuffer ( const nvidia::RenderVertexBufferData data,
uint32_t  firstVertex,
uint32_t  numVertices 
) [pure virtual]

Called when APEX wants to update the contents of the vertex 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 vertex buffer.
[in]firstVertexfirst vertex to start writing to.
[in]numVerticesnumber of vertices 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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