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ID3D11Device * | m_D3DDevice |
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ID3D11DeviceContext * | m_D3DDeviceContext |
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ID3D11Buffer * | m_D3DVertexBuffer |
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std::vector< Vertex > | m_Vertices |
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void Ocular::Graphics::D3D11VertexBuffer::bind |
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overridevirtual |
bool Ocular::Graphics::D3D11VertexBuffer::build |
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overridevirtual |
Builds the vertex 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 VertexBuffer and not a child implementation (ie D3D11VertexBuffer, 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::VertexBuffer.
void Ocular::Graphics::D3D11VertexBuffer::unbind |
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overridevirtual |
Unbinds the vertex buffer and sets the currently bound vertex buffer to NULL.
This has no effect if this buffer is not the currently bound buffer.
- Note
- If this is an instance of VertexBuffer and not a child implementation (ie D3D11VertexBuffer, etc.) then this call will do nothing.
Reimplemented from Ocular::Graphics::VertexBuffer.
The documentation for this class was generated from the following files:
- C:/Projects/OcularEngine/OcularD3D11/include/Mesh/D3D11VertexBuffer.hpp
- C:/Projects/OcularEngine/OcularD3D11/src/Mesh/D3D11VertexBuffer.cpp