OGRE 2.1
Object-Oriented Graphics Rendering Engine
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'New' rendering operation using vertex buffers. More...
#include <OgreRenderOperation.h>
Public Member Functions | |
RenderOperation () | |
Public Attributes | |
IndexData * | indexData |
Index data - only valid if useIndexes is true. | |
uint32 | meshIndex |
This index is set to 0 by default. | |
size_t | numberOfInstances |
The number of instances for the render operation - this option is supported in only a part of the render systems. | |
OperationType | operationType |
The type of operation to perform. | |
bool | renderToVertexBuffer |
Specifies whether rendering to the vertex buffer. | |
bool | useGlobalInstancingVertexBufferIsAvailable |
A flag to indicate that it is possible for this operation to use a global vertex instance buffer if available. | |
bool | useIndexes |
Specifies whether to use indexes to determine the vertices to use as input. | |
VertexData * | vertexData |
Vertex source data. | |
Static Public Attributes | |
static AtomicScalar< uint32 > | MeshIndexId |
'New' rendering operation using vertex buffers.
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inline |
References Ogre::OT_TRIANGLE_LIST.
IndexData* Ogre::v1::RenderOperation::indexData |
Index data - only valid if useIndexes is true.
uint32 Ogre::v1::RenderOperation::meshIndex |
This index is set to 0 by default.
The RenderQueue will sort by mesh using this index. Two different RenderOperations may have the same meshIndex, but if so, performance could be degraded (it would hinder auto instancing, forces rebinding of the vertex & index buffer per Renderable, etc) It is the implementation's responsability to assign a (unique if possible) index. The static variable MeshIndexId is provided as an incrementing ID, but you're not forced to use it
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static |
size_t Ogre::v1::RenderOperation::numberOfInstances |
The number of instances for the render operation - this option is supported in only a part of the render systems.
OperationType Ogre::v1::RenderOperation::operationType |
The type of operation to perform.
bool Ogre::v1::RenderOperation::renderToVertexBuffer |
Specifies whether rendering to the vertex buffer.
bool Ogre::v1::RenderOperation::useGlobalInstancingVertexBufferIsAvailable |
A flag to indicate that it is possible for this operation to use a global vertex instance buffer if available.
bool Ogre::v1::RenderOperation::useIndexes |
Specifies whether to use indexes to determine the vertices to use as input.
If false, the vertices are simply read in sequence to define the primitives. If true, indexes are used instead to identify vertices anywhere in the buffer, and allowing vertices to be used more than once. If true, then the indexBuffer, indexStart and numIndexes properties must be valid.
VertexData* Ogre::v1::RenderOperation::vertexData |
Vertex source data.