Public Member Functions | Public Attributes
physx::apex::NxExplicitVertexFormat Struct Reference

#include <ExplicitHierarchicalMesh.h>

List of all members.

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

Detailed Description

NxExplicitVertexFormat

This is used when authoring an NxVertexBuffer, to define which data channels exist.


Constructor & Destructor Documentation

physx::apex::NxExplicitVertexFormat::NxExplicitVertexFormat ( ) [inline]

Constructor, calls clear() to set formats to default settings


Member Function Documentation

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.


Member Data Documentation

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.

How many UV coordinate channels there are (per vertex)

This value defines which vertex winding orders will be rendered. See NxRenderCullMode.


The documentation for this struct was generated from the following file:

Generated on Mon Apr 28 2014 08:01:20

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