C# 클래스 Axiom.Graphics.VertexBufferBinding

Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements.
Why do we have this binding list rather than just have VertexElement referring to the vertex buffers direct? Well, in the underlying APIs, binding the vertex buffers to an index (or 'stream') is the way that vertex data is linked, so this structure better reflects the realities of that. In addition, by separating the vertex declaration from the list of vertex buffer bindings, it becomes possible to reuse bindings between declarations and vice versa, giving opportunities to reduce the state changes required to perform rendering.
파일 보기 프로젝트 열기: WolfgangSt/axiom 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
bindingMap HardwareVertexBuffer>.Dictionary
highIndex short

Private Properties

프로퍼티 타입 설명
IsBufferBound bool

공개 메소드들

메소드 설명
GetBuffer ( short index ) : HardwareVertexBuffer

Gets the buffer bound to the given source index.

SetBinding ( short index, HardwareVertexBuffer buffer ) : void

Set a binding, associating a vertex buffer with a given index.

If the index is already associated with a vertex buffer, the association will be replaced. This may cause the old buffer to be destroyed if nothing else is referring to it. You should assign bindings from 0 and not leave gaps, although you can bind them in any order.

UnsetAllBindings ( ) : void

Removes all current buffer bindings.

UnsetBinding ( short index ) : void

Removes an existing binding.

보호된 메소드들

메소드 설명
dispose ( bool disposeManagedResources ) : void

비공개 메소드들

메소드 설명
IsBufferBound ( short source ) : bool

메소드 상세

GetBuffer() 공개 메소드

Gets the buffer bound to the given source index.
public GetBuffer ( short index ) : HardwareVertexBuffer
index short Index of the binding to retreive the buffer for.
리턴 HardwareVertexBuffer

SetBinding() 공개 메소드

Set a binding, associating a vertex buffer with a given index.
If the index is already associated with a vertex buffer, the association will be replaced. This may cause the old buffer to be destroyed if nothing else is referring to it. You should assign bindings from 0 and not leave gaps, although you can bind them in any order.
public SetBinding ( short index, HardwareVertexBuffer buffer ) : void
index short Index at which to bind the buffer.
buffer HardwareVertexBuffer Vertex buffer to bind.
리턴 void

UnsetAllBindings() 공개 메소드

Removes all current buffer bindings.
public UnsetAllBindings ( ) : void
리턴 void

UnsetBinding() 공개 메소드

Removes an existing binding.
public UnsetBinding ( short index ) : void
index short Index of the buffer binding to remove.
리턴 void

dispose() 보호된 메소드

protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool
리턴 void

프로퍼티 상세

bindingMap 보호되어 있는 프로퍼티

Defines the vertex buffer bindings used as source for vertex declarations.
protected Dictionary bindingMap
리턴 HardwareVertexBuffer>.Dictionary

highIndex 보호되어 있는 프로퍼티

The highest index in use for this binding.
protected short highIndex
리턴 short