Public Member Functions
nvidia::apex::UserRenderSpriteBuffer Class Reference

Used for storing per-sprite instance data for rendering. More...

#include <UserRenderSpriteBuffer.h>

List of all members.

Public Member Functions

virtual void writeBuffer (const void *data, uint32_t firstSprite, uint32_t numSprites)
 Called when APEX wants to update the contents of the sprite buffer.
virtual bool getInteropResourceHandle (CUgraphicsResource &handle)
virtual bool getInteropTextureHandleList (CUgraphicsResource *handleList)
 Get interop texture handle list.
virtual void writeTexture (uint32_t textureId, uint32_t numSprites, const void *srcData, size_t srcSize)
 Write data to the texture.

Detailed Description

Used for storing per-sprite instance data for rendering.


Member Function Documentation

virtual bool nvidia::apex::UserRenderSpriteBuffer::getInteropResourceHandle ( CUgraphicsResource handle) [inline, virtual]

Get the low-level handle of the buffer resource

Returns:
true if succeeded, false otherwise
virtual void nvidia::apex::UserRenderSpriteBuffer::writeBuffer ( const void *  data,
uint32_t  firstSprite,
uint32_t  numSprites 
) [inline, virtual]

Called when APEX wants to update the contents of the sprite 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.

Parameters:
[in]dataContains the source data for the sprite buffer.
[in]firstSpritefirst sprite to start writing to.
[in]numSpritesnumber of vertices to write.

The documentation for this class was generated from the following file:

Generated on Sat Dec 1 2018 15:52:11

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