Go to the documentation of this file.
28 #ifndef __RenderToVertexBuffer_H__
29 #define __RenderToVertexBuffer_H__
111 virtual void reset() { mResetRequested =
true; }
135 void setRenderToBufferMaterialName(
const String& materialName);
virtual void reset()
Reset the vertex buffer to the initial state.
void setSourceRenderable(Renderable *source)
Set the source renderable of this object.
unsigned int getMaxVertexCount() const
Get the maximum number of vertices that the buffer will hold.
void setMaxVertexCount(unsigned int maxVertexCount)
Set the maximum number of vertices that the buffer will hold.
const Renderable * getSourceRenderable() const
Get the source renderable of this object.
SharedPtr< RenderToVertexBuffer > RenderToVertexBufferSharedPtr
RenderOperation::OperationType mOperationType
bool getResetsEveryUpdate() const
Does this object reset its buffer each time it updates?
Summary class collecting together vertex source information.
unsigned int mMaxVertexCount
Manages the organisation and rendering of a 'scene' i.e.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
Renderable * mSourceRenderable
void setOperationType(RenderOperation::OperationType operationType)
Set the type of primitives that this object generates.
void setResetsEveryUpdate(bool resetsEveryUpdate)
Set whether this object resets its buffers each time it updates.
Abstract class defining the interface all renderable objects must implement.
OperationType
The rendering operation type to perform.
RenderOperation::OperationType getOperationType() const
What type of primitives does this object generate?
'New' rendering operation using vertex buffers.
const MaterialPtr & getRenderToBufferMaterial()
Get the material which is used to render the geometry into the vertex buffer.
Copyright © 2012 Torus Knot Software Ltd

This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Tue Apr 13 2021 08:53:15