C# 클래스 Fusion.Drivers.Graphics.VertexOutputElement

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공개 프로퍼티들

프로퍼티 타입 설명
ComponentCount byte
OutputSlot byte
SemanticIndex int
SemanticName string
StartComponent byte
Stream int

공개 메소드들

메소드 설명
VertexOutputElement ( int stream, string semanticName, int semanticIndex, byte startComponent, byte componentCount, byte outputSlot ) : System

Creates a new instance of VertexOutputElement class

VertexOutputElement ( string semanticName, int semanticIndex, byte startComponent, byte componentCount ) : System

Creates a new instance of VertexOutputElement class

비공개 메소드들

메소드 설명
Convert ( VertexOutputElement elements ) : SharpDX.Direct3D11.StreamOutputElement[]

Converts VertexOutputElement to StreamOutputElement

메소드 상세

VertexOutputElement() 공개 메소드

Creates a new instance of VertexOutputElement class
public VertexOutputElement ( int stream, string semanticName, int semanticIndex, byte startComponent, byte componentCount, byte outputSlot ) : System
stream int Zero-based, stream number.
semanticName string Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
semanticIndex int Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.
startComponent byte Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.
componentCount byte The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
outputSlot byte The associated stream output buffer that is bound to the pipeline. The valid range for OutputSlot is 0 to 3.
리턴 System

VertexOutputElement() 공개 메소드

Creates a new instance of VertexOutputElement class
public VertexOutputElement ( string semanticName, int semanticIndex, byte startComponent, byte componentCount ) : System
semanticName string Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
semanticIndex int Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.
startComponent byte Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.
componentCount byte The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
리턴 System

프로퍼티 상세

ComponentCount 공개적으로 프로퍼티

The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
public byte ComponentCount
리턴 byte

OutputSlot 공개적으로 프로퍼티

The associated stream output buffer that is bound to the pipeline. The valid range for OutputSlot is 0 to 3.
public byte OutputSlot
리턴 byte

SemanticIndex 공개적으로 프로퍼티

Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.
public int SemanticIndex
리턴 int

SemanticName 공개적으로 프로퍼티

Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.
public string SemanticName
리턴 string

StartComponent 공개적으로 프로퍼티

Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.
public byte StartComponent
리턴 byte

Stream 공개적으로 프로퍼티

Zero-based, stream number.
public int Stream
리턴 int