#include <RE_VertexState.h>
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| RE_VertexState () |
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| ~RE_VertexState () |
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bool | init (RE_Render *r) |
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void | reset () |
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bool | bindForUpdate (RE_Render *r) |
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void | setVertexStride (int stride) |
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bool | assignArray (RE_Render *r, RE_VertexArray *attrib, int attrib_location, RE_GPUType shader_type) |
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bool | assignZero (RE_Render *r, const UT_StringHolder &attrib_name, RE_GPUType t, int vector_size, int attrib_location) |
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bool | assignTexBuffer (RE_Render *r, const UT_StringHolder &name, RE_OGLTexture *t, int mode) |
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bool | removeArray (RE_Render *r, int attrib_location) |
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void | unbindElementArray (RE_Render *r) |
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bool | bindForDrawing (RE_Render *r, RE_Shader *sh) |
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bool | unbind (RE_Render *r) |
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bool | checkDirty (RE_Render *r, int serial_index) |
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void | reset (RE_Render *r) |
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bool | compatibleWith (RE_Render *r, const RE_VertexMap &shader_map, const RE_VertexMap *geo_map, unsigned int stride) |
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void | print (RE_Render *r, std::ostream &os) |
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bool | hasBoundTBO (int tex_unit) const |
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int64 | getMemoryUsage (bool inclusive) const |
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Definition at line 140 of file RE_VertexState.h.
RE_VertexState::RE_VertexState |
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RE_VertexState::~RE_VertexState |
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bool RE_VertexState::bindForUpdate |
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RE_Render * |
r | ) |
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bool RE_VertexState::checkDirty |
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RE_Render * |
r, |
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int |
serial_index |
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) |
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inline |
int64 RE_VertexState::getMemoryUsage |
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bool |
inclusive | ) |
const |
Returns the amount of main memory (NOT graphics memory!) owned by this RE_VertexState.
bool RE_VertexState::hasBoundTBO |
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int |
tex_unit | ) |
const |
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inline |
bool RE_VertexState::removeArray |
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RE_Render * |
r, |
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int |
attrib_location |
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) |
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void RE_VertexState::reset |
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void RE_VertexState::setVertexStride |
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int |
stride | ) |
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inline |
static bool RE_VertexState::texBufferDeleted |
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void * |
, |
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void * |
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) |
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static |
The documentation for this class was generated from the following file: