Used for storing per-sprite instance data for rendering. More...
#include <UserRenderSpriteBuffer.h>
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. |
Used for storing per-sprite instance data for rendering.
virtual bool nvidia::apex::UserRenderSpriteBuffer::getInteropResourceHandle | ( | CUgraphicsResource & | handle | ) | [inline, virtual] |
Get the low-level handle of the buffer resource
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.
[in] | data | Contains the source data for the sprite buffer. |
[in] | firstSprite | first sprite to start writing to. |
[in] | numSprites | number of vertices to write. |