OGRE 2.1
Object-Oriented Graphics Rendering Engine
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D3D11 doesn't support mapping the same buffer twice even if the regions don't overlap. More...
#include <OgreD3D11DynamicBuffer.h>
Public Member Functions | |
D3D11DynamicBuffer (ID3D11Buffer *vboName, size_t vboSize, D3D11Device &device) | |
~D3D11DynamicBuffer () | |
ID3D11Buffer * | getVboName (void) const |
void *RESTRICT_ALIAS_RETURN | map (size_t start, size_t count, size_t &outTicket) |
Assumes mVboName is already bound to GL_COPY_WRITE_BUFFER!!! | |
void | unmap (size_t ticket) |
Unmaps given ticket (got from. | |
D3D11 doesn't support mapping the same buffer twice even if the regions don't overlap.
For performance we keep many buffers as one big buffer, but for compatibility reasons (with GL3/DX10 HW) we treat them as separate buffers.
Ogre::D3D11DynamicBuffer::D3D11DynamicBuffer | ( | ID3D11Buffer * | vboName, |
size_t | vboSize, | ||
D3D11Device & | device | ||
) |
Ogre::D3D11DynamicBuffer::~D3D11DynamicBuffer | ( | ) |
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inline |
void *RESTRICT_ALIAS_RETURN Ogre::D3D11DynamicBuffer::map | ( | size_t | start, |
size_t | count, | ||
size_t & | outTicket | ||
) |
Assumes mVboName is already bound to GL_COPY_WRITE_BUFFER!!!