iVertexBufferManager Struct Reference
[3D]
@@OR@@ This interface represents the vertex buffer manager.
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#include <vbufmgr.h>
Inheritance diagram for iVertexBufferManager:

Public Methods | |
virtual csPtr< iVertexBuffer > | CreateBuffer (int priority)=0 |
Create an empty vertex buffer. | |
virtual void | ChangePriority (iVertexBuffer *buf, int new_priority)=0 |
Change the priority of a vertex buffer. | |
virtual bool | LockBuffer (iVertexBuffer *buf, csVector3 *verts, csVector2 *texels, csColor *colors, int num_verts, int buf_number, const csBox3 &bbox)=0 |
Lock this vertex buffer for use. | |
virtual void | UnlockBuffer (iVertexBuffer *buf)=0 |
Unlock a vertex buffer. | |
virtual iPolygonBuffer * | CreatePolygonBuffer ()=0 |
Create an empty polygon buffer. | |
virtual void | AddClient (iVertexBufferManagerClient *client)=0 |
A client using the services of the manager can register with it to receive information about the state of the manager. |
Detailed Description
@@OR@@ This interface represents the vertex buffer manager.You can use this to create vertex buffers which can be used by the 3D renderer.
Definition at line 198 of file vbufmgr.h.
Member Function Documentation
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A client using the services of the manager can register with it to receive information about the state of the manager.
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Change the priority of a vertex buffer. This can be used when some low-priority object becomes more important for example. |
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Create an empty vertex buffer. The ref count of this vertex buffer will be one. To remove it use DecRef(). The priority number can be anything. Higher numbers mean the vertex buffer is more important. A high priority vertex buffer should be used for objects that are visible often. Low priority vertex buffers should be used for objects that are rarely visible. |
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Create an empty polygon buffer. The ref count of this polygon buffer will be one. To remove it use DecRef(). |
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Lock this vertex buffer for use. Only when the vertex buffer is locked are you allowed to make calls to iGraphics3D functions that actually use the vertex buffer. While the buffer is locked the arrays that are given here may not be modified or altered in any way! The buf_number indicates if the buffer has modified or not. You MUST call UnlockBuffer() when you are ready with the buffer. Deleting a vertex buffer with DecRef() automatically implies an UnlockBuffer(). This function will return false if the buffer could not be locked for some reason. This may happen if too many buffers are locked at the same time or if memory is low. |
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Unlock a vertex buffer.
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The documentation for this struct was generated from the following file:
- ivideo/vbufmgr.h
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