Used for storing per-vertex data for rendering. More...
#include <UserRenderVertexBuffer.h>
Public Member Functions | |
virtual bool | getInteropResourceHandle (CUgraphicsResource &handle) |
virtual void | writeBuffer (const nvidia::RenderVertexBufferData &data, uint32_t firstVertex, uint32_t numVertices)=0 |
Called when APEX wants to update the contents of the vertex buffer. |
Used for storing per-vertex data for rendering.
virtual bool nvidia::apex::UserRenderVertexBuffer::getInteropResourceHandle | ( | CUgraphicsResource & | handle | ) | [inline, virtual] |
Get the low-level handle of the buffer resource (D3D resource pointer or GL buffer object ID)
virtual void nvidia::apex::UserRenderVertexBuffer::writeBuffer | ( | const nvidia::RenderVertexBufferData & | data, |
uint32_t | firstVertex, | ||
uint32_t | numVertices | ||
) | [pure virtual] |
Called when APEX wants to update the contents of the vertex 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 vertex buffer. |
[in] | firstVertex | first vertex to start writing to. |
[in] | numVertices | number of vertices to write. |