OGRE 14.3
Object-Oriented Graphics Rendering Engine
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An object which renders geometry to a vertex. More...
#include <OgreRenderToVertexBuffer.h>
Public Member Functions | |
RenderToVertexBuffer () | |
virtual | ~RenderToVertexBuffer () |
unsigned int | getMaxVertexCount () const |
Get the maximum number of vertices that the buffer will hold. | |
RenderOperation::OperationType | getOperationType () const |
What type of primitives does this object generate? | |
void | getRenderOperation (RenderOperation &op) |
Get the render operation for this buffer. | |
const MaterialPtr & | getRenderToBufferMaterial () |
Get the material which is used to render the geometry into the vertex buffer. | |
bool | getResetsEveryUpdate () const |
Does this object reset its buffer each time it updates? | |
const Renderable * | getSourceRenderable () const |
Get the source renderable of this object. | |
VertexDeclaration * | getVertexDeclaration () |
Get the vertex declaration that the pass will output. | |
virtual void | reset () |
Reset the vertex buffer to the initial state. | |
void | setMaxVertexCount (unsigned int maxVertexCount) |
Set the maximum number of vertices that the buffer will hold. | |
void | setOperationType (RenderOperation::OperationType operationType) |
Set the type of primitives that this object generates. | |
void | setRenderToBufferMaterialName (const String &materialName) |
Set the material name which is used to render the geometry into the vertex buffer. | |
void | setResetsEveryUpdate (bool resetsEveryUpdate) |
Set whether this object resets its buffers each time it updates. | |
void | setSourceRenderable (Renderable *source) |
Set the source renderable of this object. | |
virtual void | update (SceneManager *sceneMgr)=0 |
Update the contents of this vertex buffer by rendering. | |
An object which renders geometry to a vertex.
This is especially useful together with geometry shaders, as you can render procedural geometry which will get saved to a vertex buffer for reuse later, without regenerating it again. You can also create shaders that run on previous results of those shaders, creating stateful shaders.
Ogre::RenderToVertexBuffer::RenderToVertexBuffer | ( | ) |
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virtual |
VertexDeclaration * Ogre::RenderToVertexBuffer::getVertexDeclaration | ( | ) |
Get the vertex declaration that the pass will output.
Use this object to set the elements of the buffer. Object will calculate buffers on its own. Only one source allowed!
Get the maximum number of vertices that the buffer will hold.
Set the maximum number of vertices that the buffer will hold.
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inline |
What type of primitives does this object generate?
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inline |
Set the type of primitives that this object generates.
Set whether this object resets its buffers each time it updates.
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inline |
Does this object reset its buffer each time it updates?
void Ogre::RenderToVertexBuffer::getRenderOperation | ( | RenderOperation & | op | ) |
Get the render operation for this buffer.
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pure virtual |
Update the contents of this vertex buffer by rendering.
Reset the vertex buffer to the initial state.
In the next update, the source renderable will be used as input.
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inline |
Set the source renderable of this object.
During the first (and perhaps later) update of this object, this object's data will be used as input)
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inline |
Get the source renderable of this object.
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inline |
Get the material which is used to render the geometry into the vertex buffer.
Set the material name which is used to render the geometry into the vertex buffer.