Class ArrayMesh
- Namespace
- Elegy.RenderBackend
- Assembly
- Elegy.RenderBackend.dll
A convenience layer for creating buffers from a Mesh.
public class ArrayMesh : IDisposable
- Inheritance
-
ArrayMesh
- Implements
- Inherited Members
Constructors
ArrayMesh(GraphicsDevice, Mesh)
public ArrayMesh(GraphicsDevice device, Mesh meshData)
Parameters
device
GraphicsDevicemeshData
Mesh
Fields
BoneIndexBuffer
Bone index buffer.
public DeviceBuffer? BoneIndexBuffer
Field Value
- DeviceBuffer
BoneWeightBuffer
Bone weight buffer.
public DeviceBuffer? BoneWeightBuffer
Field Value
- DeviceBuffer
Color0Buffer
Colour buffer, channel 0.
public DeviceBuffer? Color0Buffer
Field Value
- DeviceBuffer
Color1Buffer
Colour buffer, channel 1.
public DeviceBuffer? Color1Buffer
Field Value
- DeviceBuffer
Color2Buffer
Colour buffer, channel 2.
public DeviceBuffer? Color2Buffer
Field Value
- DeviceBuffer
Color3Buffer
Colour buffer, channel 3.
public DeviceBuffer? Color3Buffer
Field Value
- DeviceBuffer
DynamicVertices
The number of dynamic vertices.
public int DynamicVertices
Field Value
IndexBuffer
Vertex index buffer.
public DeviceBuffer? IndexBuffer
Field Value
- DeviceBuffer
Is2D
Whether this has 2D position vertices or not.
public bool Is2D
Field Value
NormalBuffer
Normal buffer.
public DeviceBuffer? NormalBuffer
Field Value
- DeviceBuffer
NumIndices
Number of indices. Determining it from IndexBuffer is not reliable.
public uint NumIndices
Field Value
PositionBuffer
Position buffer.
public DeviceBuffer? PositionBuffer
Field Value
- DeviceBuffer
TangentBuffer
Tangent buffer.
public DeviceBuffer? TangentBuffer
Field Value
- DeviceBuffer
Uv0Buffer
UV buffer, channel 0.
public DeviceBuffer? Uv0Buffer
Field Value
- DeviceBuffer
Uv1Buffer
UV buffer, channel 1.
public DeviceBuffer? Uv1Buffer
Field Value
- DeviceBuffer
Uv2Buffer
UV buffer, channel 2.
public DeviceBuffer? Uv2Buffer
Field Value
- DeviceBuffer
Uv3Buffer
UV buffer, channel 3.
public DeviceBuffer? Uv3Buffer
Field Value
- DeviceBuffer
Properties
IsDynamic
Whether this mesh is dynamic.
public bool IsDynamic { get; }
Property Value
IsLogicallyEmpty
Whether this mesh has nothing to render.
public bool IsLogicallyEmpty { get; }
Property Value
Methods
Dispose()
Frees all device buffers.
public void Dispose()
GetBuffer(VertexSemantic, int)
Obtains a GPU buffer from the given vertex semantic and optionally channel.
public DeviceBuffer? GetBuffer(VertexSemantic semantic, int channel = 0)
Parameters
semantic
VertexSemanticchannel
int
Returns
- DeviceBuffer
UpdateDynamic(Mesh, int, int, CommandList?)
Updates the GPU buffers with the new mesh data.
public void UpdateDynamic(Mesh data, int numVertices, int numIndices, CommandList? commandList = null)