#include <ExplicitHierarchicalMesh.h>
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
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 13:58:38 Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.