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| D3D11IndexBuffer (ID3D11Device *device, ID3D11DeviceContext *context) |
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virtual bool | build () override |
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virtual void | bind () override |
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virtual void | unbind () override |
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ID3D11Buffer * | getD3DIndexBuffer () |
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virtual void | addIndex (uint32_t index) |
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virtual void | addIndices (std::vector< uint32_t > const &indices) |
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virtual void | addIndices (std::vector< uint32_t > const &indices, uint32_t count) |
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virtual void | addIndices (uint32_t const *indices, uint32_t count) |
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uint32_t | getIndex (uint32_t index) |
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std::vector< uint32_t > const & | getIndices () const |
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uint32_t | getNumIndices () const |
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ID3D11Device * | m_D3DDevice |
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ID3D11DeviceContext * | m_D3DDeviceContext |
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ID3D11Buffer * | m_D3DIndexBuffer |
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std::vector< uint32_t > | m_Indices |
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void Ocular::Graphics::D3D11IndexBuffer::bind |
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overridevirtual |
bool Ocular::Graphics::D3D11IndexBuffer::build |
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overridevirtual |
Builds the index buffer. Must be called prior to first use, or after any changes to the contents of the buffer.
- Note
- If this is an instance of IndexBuffer and not a child implementation (ie D3D11IndexBuffer, etc.) then this call will do nothing and always return FALSE.
- Returns
- TRUE if the buffer was successfully built. Will return FALSE if there was an error.
Reimplemented from Ocular::Graphics::IndexBuffer.
void Ocular::Graphics::D3D11IndexBuffer::unbind |
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overridevirtual |
Unbinds the index buffer and sets the currently bound index buffer to NULL.
This has no effect if this buffer is not the currently bound buffer.
- Note
- If this is an instance of IndexBuffer and not a child implementation (ie D3D11IndexBuffer, etc.) then this call will do nothing.
Reimplemented from Ocular::Graphics::IndexBuffer.
The documentation for this class was generated from the following files:
- C:/Projects/OcularEngine/OcularD3D11/include/Mesh/D3D11IndexBuffer.hpp
- C:/Projects/OcularEngine/OcularD3D11/src/Mesh/D3D11IndexBuffer.cpp