This class gives the ability for a user-friendly way of creating a vertex declaration for DirectX 9.
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#include "vertexElementArray.h"
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| VertexElementArray (int maximum_vertex_elements) |
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void | add_binormal_vertex_element (int stream_index, int offset) |
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void | add_diffuse_color_vertex_element (int stream_index, int offset) |
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bool | add_end_vertex_element (void) |
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void | add_normal_vertex_element (int stream_index, int offset) |
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void | add_position_xyz_vertex_element (int stream_index, int offset) |
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void | add_position_xyzw_vertex_element (int stream_index, int offset) |
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void | add_specular_color_vertex_element (int stream_index, int offset) |
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void | add_tangent_vertex_element (int stream_index, int offset) |
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void | add_u_vertex_element (int stream_index, int offset, int texture_stage) |
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void | add_uv_vertex_element (int stream_index, int offset, int texture_stage) |
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void | add_uvw_vertex_element (int stream_index, int offset, int texture_stage) |
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void | add_xyzw_vertex_element (int stream_index, int offset, int texture_stage) |
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int | _maximum_vertex_elements |
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int | _total_elements |
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LPD3DVERTEXELEMENT9 | _vertex_element_array |
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This class gives the ability for a user-friendly way of creating a vertex declaration for DirectX 9.
Since a vertex shader has a fixed input, the vertex element array can be cached so that a new vertex declaration for different vertex buffers can be quickly created. Be sure to call add_end_vertex_element ( ) when finished creating a vertex element array. VERTEX_ELEMENT_TYPE is used for a simplified mapping of vertex buffer data to vertex shader inputs. This class is used with DXShaderContext9 and in conjunction with DXVertexBufferContext9.
Definition at line 27 of file vertexElementArray.h.
The documentation for this class was generated from the following files: