APEX Destructible Module: nvidia::apex::ExplicitVertexFormat Struct Reference

NVIDIA APEX

nvidia::apex::ExplicitVertexFormat Struct Reference

#include <ExplicitHierarchicalMesh.h>

List of all members.

Public Member Functions

 ExplicitVertexFormat ()
void clear ()
bool operator== (const ExplicitVertexFormat &data) const
bool operator!= (const ExplicitVertexFormat &data) const
void copyToVertexFormat (VertexFormat *format) const

Public Attributes

uint32_t mWinding
bool mHasStaticPositions
bool mHasStaticNormals
bool mHasStaticTangents
bool mHasStaticBinormals
bool mHasStaticColors
bool mHasStaticSeparateBoneBuffer
bool mHasStaticDisplacements
bool mHasDynamicPositions
bool mHasDynamicNormals
bool mHasDynamicTangents
bool mHasDynamicBinormals
bool mHasDynamicColors
bool mHasDynamicSeparateBoneBuffer
bool mHasDynamicDisplacements
uint32_t mUVCount
uint32_t mBonesPerVertex

Detailed Description

ExplicitVertexFormat

This is used when authoring an VertexBuffer, to define which data channels exist.


Constructor & Destructor Documentation

nvidia::apex::ExplicitVertexFormat::ExplicitVertexFormat ( ) [inline]

Constructor, calls clear() to set formats to default settings


Member Function Documentation

void nvidia::apex::ExplicitVertexFormat::clear ( ) [inline]

Set formats to default settings:

mWinding = RenderCullMode::CLOCKWISE; mHasStaticPositions = false; mHasStaticNormals = false; mHasStaticTangents = false; mHasStaticBinormals = false; mHasStaticColors = false; mHasStaticSeparateBoneBuffer = false; mHasStaticDisplacements = false; mHasDynamicPositions = false; mHasDynamicNormals = false; mHasDynamicTangents = false; mHasDynamicBinormals = false; mHasDynamicColors = false; mHasDynamicSeparateBoneBuffer = false; mHasDynamicDisplacements = false; mUVCount = 0; mBonesPerVertex = 0;

void nvidia::apex::ExplicitVertexFormat::copyToVertexFormat ( VertexFormat *  format) const [inline]

Creates a render-ready VertexFormat corresponding to this structure's member values.

bool nvidia::apex::ExplicitVertexFormat::operator!= ( const ExplicitVertexFormat data) const [inline]

Returns the logical complement of the == operator.

bool nvidia::apex::ExplicitVertexFormat::operator== ( const ExplicitVertexFormat data) const [inline]

Equality operator. All values are tested for equality except mBonesPerVertex.


Member Data Documentation

How many bones may influence a vertex

Whether or not the accompanying vertex data has defined dynamic vertex binormals.

Whether or not the accompanying vertex data has defined dynamic vertex colors.

Whether or not the accompanying vertex data has defined dynamic displacement coordinates

Whether or not the accompanying vertex data has defined dynamic vertex normals.

Whether or not the accompanying vertex data has defined dynamic vertex positions.

Whether or not to create separate render resource for a dynamic bone index buffer.

Whether or not the accompanying vertex data has defined dynamic vertex tangents.

Whether or not the accompanying vertex data has defined static vertex binormals.

Whether or not the accompanying vertex data has defined static vertex colors.

Whether or not the accompanying vertex data has defined dynamic displacement coordinates

Whether or not the accompanying vertex data has defined static vertex normals.

Whether or not the accompanying vertex data has defined static vertex positions.

Whether or not to create separate render resource for a static bone index buffer.

Whether or not the accompanying vertex data has defined static vertex tangents.

How many UV coordinate channels there are (per vertex)

This value defines which vertex winding orders will be rendered. See RenderCullMode.


The documentation for this struct was generated from the following file:

Generated on Fri Dec 15 2017 13:58:22
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