OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Specialisation of HardwareBufferManagerBase to emulate hardware buffers. More...
#include <OgreDefaultHardwareBufferManager.h>
Specialisation of HardwareBufferManagerBase to emulate hardware buffers.
You might want to instantiate this class if you want to utilise classes like MeshSerializer without having initialised the rendering system (which is required to create a 'real' hardware buffer manager).
Ogre::DefaultHardwareBufferManagerBase::DefaultHardwareBufferManagerBase | ( | ) |
Ogre::DefaultHardwareBufferManagerBase::~DefaultHardwareBufferManagerBase | ( | ) |
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overridevirtual |
Create a hardware vertex buffer.
This method creates a new vertex buffer; this will act as a source of geometry data for rendering objects. Note that because the meaning of the contents of the vertex buffer depends on the usage, this method does not specify a vertex format; the user of this buffer can actually insert whatever data they wish, in any format. However, in order to use this with a RenderOperation, the data in this vertex buffer will have to be associated with a semantic element of the rendering pipeline, e.g. a position, or texture coordinates. This is done using the VertexDeclaration class, which itself contains VertexElement structures referring to the source data. Note that because vertex buffers can be shared, they are reference counted so you do not need to worry about destroying them this will be done automatically.
vertexSize | The size in bytes of each vertex in this buffer; you must calculate this based on the kind of data you expect to populate this buffer with. |
numVerts | The number of vertices in this buffer. |
usage | One or more members of the HardwareBufferUsage enumeration; you are strongly advised to use HBU_GPU_ONLY wherever possible, if you need to update regularly, consider HBU_CPU_TO_GPU or useShadowBuffer=true. |
useShadowBuffer | If set to true , this buffer will be 'shadowed' by one stored in system memory rather than GPU memory. See Shadow Buffers. |
Implements Ogre::HardwareBufferManagerBase.
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overridevirtual |
Create a hardware index buffer.
itype | The type in index, either 16- or 32-bit, depending on how many vertices you need to be able to address |
numIndexes | The number of indexes in the buffer |
usage | One or more members of the HardwareBufferUsage enumeration. |
useShadowBuffer | If set to true , this buffer will be 'shadowed' by one stored in system memory rather than GPU memory. See Shadow Buffers. |
Implements Ogre::HardwareBufferManagerBase.
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inlineoverridevirtual |
Create uniform buffer.
This type of buffer allows the upload of shader constants once, and sharing between shader stages or even shaders from another materials. The update shall be triggered by GpuProgramParameters, if is dirty
Reimplemented from Ogre::HardwareBufferManagerBase.