Property | Type | Description | |
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HWAnimDataItemsUsed | int | ||
HWAnimationDataList | List |
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hardwareShadowVolWBuffer | HardwareVertexBuffer | ||
vertexBufferBinding | VertexBufferBinding | ||
vertexCount | int | ||
vertexDeclaration | VertexDeclaration | ||
vertexStart | int |
Method | Description | |
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AllocateHardwareAnimationElements ( ushort count ) : void |
Allocate elements to serve a holder of morph / pose target data for hardware morphing / pose blending. This method will allocate the given number of 3D texture coordinate sets for use as a morph target or target pose offset (3D position). These elements will be saved in hwAnimationDataList. It will also assume that the source of these new elements will be new buffers which are not bound at this time, so will start the sources to 1 higher than the current highest binding source. The caller is expected to bind these new buffers when appropriate. For morph animation the original position buffer will be the 'from' keyframe data, whilst for pose animation it will be the original vertex data. |
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Clone ( ) : |
Clones this vertex data, potentially including replicating any vertex buffers.
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Clone ( bool copyData ) : |
Clones this vertex data, potentially including replicating any vertex buffers.
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PrepareForShadowVolume ( ) : void |
Modifies the vertex data to be suitable for use for rendering shadow geometry. Preparing vertex data to generate a shadow volume involves firstly ensuring that the vertex buffer containing the positions is a standalone vertex buffer, with no other components in it. This method will therefore break apart any existing vertex buffers if position is sharing a vertex buffer. Secondly, it will double the size of this vertex buffer so that there are 2 copies of the position data for the mesh. The first half is used for the original, and the second half is used for the 'extruded' version. The vertex count used to render will remain the same though, so as not to add any overhead to regular rendering of the object. Both copies of the position are required in one buffer because shadow volumes stretch from the original mesh to the extruded version. It's important to appreciate that this method can fundamentally change the structure of your vertex buffers, although in reality they will be new buffers. As it happens, if other objects are using the original buffers then they will be unaffected because the reference counting will keep them intact. However, if you have made any assumptions about the structure of the vertex data in the buffers of this object, you may have to rethink them. |
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VertexData ( ) : System |
Default constructor. Calls on the current buffer manager to initialize the bindings and declarations.
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Method | Description | |
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dispose ( bool disposeManagedResources ) : void |
public AllocateHardwareAnimationElements ( ushort count ) : void | ||
count | ushort | |
return | void |
public Clone ( bool copyData ) : |
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copyData | bool | /// If true, makes a copy the vertex buffer in addition to the definition. /// If false, the clone will refer to the same vertex buffer this object refers to. /// |
return |
protected dispose ( bool disposeManagedResources ) : void | ||
disposeManagedResources | bool | |
return | void |
public HardwareVertexBuffer hardwareShadowVolWBuffer | ||
return | HardwareVertexBuffer |
public VertexBufferBinding vertexBufferBinding | ||
return | VertexBufferBinding |
public VertexDeclaration vertexDeclaration | ||
return | VertexDeclaration |