Used for storing skeletal bone information used during skinning. More...
#include <UserRenderBoneBuffer.h>
Public Member Functions | |
virtual void | writeBuffer (const nvidia::RenderBoneBufferData &data, uint32_t firstBone, uint32_t numBones)=0 |
Called when APEX wants to update the contents of the bone buffer. |
Used for storing skeletal bone information used during skinning.
Separated out into its own interface as we don't know how the user is going to implement this it could be in another vertex buffer, a texture or just an array and skinned on CPU depending on engine and hardware support.
virtual void nvidia::apex::UserRenderBoneBuffer::writeBuffer | ( | const nvidia::RenderBoneBufferData & | data, |
uint32_t | firstBone, | ||
uint32_t | numBones | ||
) | [pure virtual] |
Called when APEX wants to update the contents of the bone buffer.
The source data type is assumed to be the same as what was defined in the descriptor. APEX should call this function and supply data for ALL semantics that were originally requested during creation every time its called.
[in] | data | Contains the source data for the bone buffer. |
[in] | firstBone | first bone to start writing to. |
[in] | numBones | number of bones to write. |