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| template<typename SceneMeshType > |
| | Mesh (const SceneMeshType &scene_mesh, bool editable=false) |
| | Construct a mesh from an existing scene mesh.
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| |
| template<typename SceneMeshType > |
| | Mesh (const SceneMeshType &, uint32_t max_vertices_count, uint32_t max_indices_count) |
| | Allocate a mesh to be dynamically filled.
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| |
| void | setSubBufferData (const uint32_t size, const void *data, const uint32_t offset=0) |
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| void | setIndicesData (const uint32_t size, const void *data, const uint32_t offset=0) |
| |
| std::pair< void *, void * > | getRawBuffers () |
| | Get raw GPU buffers of the mesh (to write data)
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| |
| void | releaseRawBuffers () |
| | Release raw buffers got by getRawBuffers.
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| |
| void | renderArrays (const uint32_t count, const uint32_t offset, uint32_t mode) |
| |
| void | renderElements (const uint32_t count, const uint32_t offset, const uint32_t mode) |
| |
| void | render (const std::vector< bool > &activeprimitives, uint32_t mode=default_mesh_rendering_mode) |
| | Ask the GPU to render specific primitives of the mesh.
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| |
| void | renderAll (uint32_t mode=default_mesh_rendering_mode) |
| |
◆ Mesh() [1/2]
template<typename SceneMeshType >
| oe::render::Mesh::Mesh |
( |
const SceneMeshType & |
scene_mesh, |
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bool |
editable = false |
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) |
| |
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inline |
Construct a mesh from an existing scene mesh.
- Parameters
-
| scene_mesh | |
| editable | Set to true to allow mesh buffer to be updated |
◆ Mesh() [2/2]
template<typename SceneMeshType >
| oe::render::Mesh::Mesh |
( |
const SceneMeshType & |
, |
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|
uint32_t |
max_vertices_count, |
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uint32_t |
max_indices_count |
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) |
| |
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inline |
Allocate a mesh to be dynamically filled.
- Note
- SceneMeshType data not used its only used as mecanism to fetch vertices and indices types (to bypass template constructor call not available in C++)
◆ getRawBuffers()
| std::pair< void *, void * > oe::render::Mesh::getRawBuffers |
( |
| ) |
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inline |
Get raw GPU buffers of the mesh (to write data)
- Warning
- Do not forget to release back the buffers by calling releaseRawBuffers after you write
- Note
- Advanced usage, not recommended to use
◆ releaseRawBuffers()
| void oe::render::Mesh::releaseRawBuffers |
( |
| ) |
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inline |
Release raw buffers got by getRawBuffers.
- Note
- Advanced usage, not recommended to use
◆ render()
Ask the GPU to render specific primitives of the mesh.
- Parameters
-
| activeprimitives | which primitives to render |
| mode | MeshDrawMode to specify how to render the mesh (default are triangles) |
◆ renderAll()
Ask the GPU to render the complete mesh
- Parameters
-
| mode | MeshDrawMode to specify how to render the mesh (default are triangles) |
◆ renderArrays()
| void oe::render::Mesh::renderArrays |
( |
const uint32_t |
count, |
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const uint32_t |
offset, |
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uint32_t |
mode |
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) |
| |
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inline |
Ask the GPU to render only the vertices (ignore primitive contents)
- Parameters
-
| offset | id of first vertex to draw |
| count | total vertices to draw |
| mode | MeshDrawMode to specify how to render the mesh (default are triangles) |
◆ renderElements()
| void oe::render::Mesh::renderElements |
( |
const uint32_t |
count, |
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const uint32_t |
offset, |
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const uint32_t |
mode |
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) |
| |
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inline |
Ask the GPU to render only some indices (ignoring primitive contents)
- Parameters
-
| offset | id of first vertex to draw |
| count | total vertices to draw |
| mode | MeshDrawMode to specify how to render the mesh (default are triangles) |
◆ setIndicesData()
| void oe::render::Mesh::setIndicesData |
( |
const uint32_t |
size, |
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const void * |
data, |
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const uint32_t |
offset = 0 |
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) |
| |
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inline |
Partial update of indices buffer
◆ setSubBufferData()
| void oe::render::Mesh::setSubBufferData |
( |
const uint32_t |
size, |
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const void * |
data, |
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const uint32_t |
offset = 0 |
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) |
| |
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inline |
Partial update of vertices buffer
The documentation for this class was generated from the following file: