'New' rendering operation using vertex buffers.
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#include <OgreRenderOperation.h>
'New' rendering operation using vertex buffers.
◆ RenderOperation()
Ogre::v1::RenderOperation::RenderOperation |
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◆ indexData
IndexData* Ogre::v1::RenderOperation::indexData |
Index data - only valid if useIndexes is true.
◆ meshIndex
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
◆ MeshIndexId
◆ numberOfInstances
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
The type of operation to perform.
◆ renderToVertexBuffer
bool Ogre::v1::RenderOperation::renderToVertexBuffer |
Specifies whether rendering to the vertex buffer.
◆ useGlobalInstancingVertexBufferIsAvailable
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.
◆ useIndexes
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
The documentation for this class was generated from the following file: