#include <ExplicitHierarchicalMesh.h>
Public Member Functions | |
| NxExplicitVertexFormat () | |
| void | clear () |
| bool | operator== (const NxExplicitVertexFormat &data) const |
| bool | operator!= (const NxExplicitVertexFormat &data) const |
| void | copyToNxVertexFormat (NxVertexFormat *format) const |
Public Attributes | |
| physx::PxU32 | mWinding |
| bool | mHasStaticPositions |
| bool | mHasStaticNormals |
| bool | mHasStaticTangents |
| bool | mHasStaticBinormals |
| bool | mHasStaticColors |
| bool | mHasStaticSeparateBoneBuffer |
| bool | mHasStaticDisplacements |
| bool | mHasDynamicPositions |
| bool | mHasDynamicNormals |
| bool | mHasDynamicTangents |
| bool | mHasDynamicBinormals |
| bool | mHasDynamicColors |
| bool | mHasDynamicSeparateBoneBuffer |
| bool | mHasDynamicDisplacements |
| physx::PxU32 | mUVCount |
| physx::PxU32 | mBonesPerVertex |
This is used when authoring an NxVertexBuffer, to define which data channels exist.
| physx::apex::NxExplicitVertexFormat::NxExplicitVertexFormat | ( | ) | [inline] |
Constructor, calls clear() to set formats to default settings
| void physx::apex::NxExplicitVertexFormat::clear | ( | ) | [inline] |
Set formats to default settings:
mWinding = NxRenderCullMode::CLOCKWISE; mHasStaticPositions = false; mHasStaticNormals = false; mHasStaticTangents = false; mHasStaticBinormals = false; mHasStaticColors = false; mHasStaticSeparateBoneBuffer = false; mHasStaticDisplacements = false; mHasDynamicPositions = false; mHasDynamicNormals = false; mHasDynamicTangents = false; mHasDynamicBinormals = false; mHasDynamicColors = false; mHasDynamicSeparateBoneBuffer = false; mHasDynamicDisplacements = false; mUVCount = 0; mBonesPerVertex = 0;
| void physx::apex::NxExplicitVertexFormat::copyToNxVertexFormat | ( | NxVertexFormat * | format | ) | const [inline] |
Creates a render-ready NxVertexFormat corresponding to this structure's member values.
| bool physx::apex::NxExplicitVertexFormat::operator!= | ( | const NxExplicitVertexFormat & | data | ) | const [inline] |
Returns the logical complement of the == operator.
| bool physx::apex::NxExplicitVertexFormat::operator== | ( | const NxExplicitVertexFormat & | data | ) | const [inline] |
Equality operator. All values are tested for equality except mBonesPerVertex.
| physx::PxU32 physx::apex::NxExplicitVertexFormat::mBonesPerVertex |
How many bones may influence a vertex
Whether or not the accompanying vertex data has defined dynamic vertex binormals.
Whether or not the accompanying vertex data has defined dynamic vertex colors.
Whether or not the accompanying vertex data has defined dynamic displacement coordinates
Whether or not the accompanying vertex data has defined dynamic vertex normals.
Whether or not the accompanying vertex data has defined dynamic vertex positions.
Whether or not to create separate render resource for a dynamic bone index buffer.
Whether or not the accompanying vertex data has defined dynamic vertex tangents.
Whether or not the accompanying vertex data has defined static vertex binormals.
Whether or not the accompanying vertex data has defined static vertex colors.
Whether or not the accompanying vertex data has defined dynamic displacement coordinates
Whether or not the accompanying vertex data has defined static vertex normals.
Whether or not the accompanying vertex data has defined static vertex positions.
Whether or not to create separate render resource for a static bone index buffer.
Whether or not the accompanying vertex data has defined static vertex tangents.
| physx::PxU32 physx::apex::NxExplicitVertexFormat::mUVCount |
How many UV coordinate channels there are (per vertex)
| physx::PxU32 physx::apex::NxExplicitVertexFormat::mWinding |
This value defines which vertex winding orders will be rendered. See NxRenderCullMode.