2 #include "AssetEntity.h" 3 #include "DynamicVertexBufferEntity.h" 14 IDirect3DVertexBuffer9* m_lpVB;
31 uint32
Lock(uint32 nSize,
void** pVertices);
33 IDirect3DVertexBuffer9* GetBuffer();
34 DWORD GetBaseVertex();
38 void* GetBaseVertexPointer();
43 virtual HRESULT RestoreDeviceObjects();
44 virtual HRESULT InvalidateDeviceObjects();
uint32 m_nUnitSize
sizeof(custom vertex)
Definition: DynamicVertexBufferEntityDirectX.h:28
different physics engine has different winding order.
Definition: EventBinding.h:32
simple scoped lock function
Definition: mutex.h:12
When use DirectX, this is a real dynamic vertex buffer for rendering dynamic mesh When use OpenGL...
Definition: DynamicVertexBufferEntityDirectX.h:11
DWORD m_dwDataFormat
Definition: DynamicVertexBufferEntityDirectX.h:18
DWORD m_dwBase
current base or start of the unused space
Definition: DynamicVertexBufferEntityDirectX.h:20
virtual bool IsMemoryBuffer()
whether we are using system memory as dynamic vertex buffer.
DWORD m_dwNextBase
current base or start of the unused space
Definition: DynamicVertexBufferEntityDirectX.h:22
DWORD m_dwDiscard
size of the buffer
Definition: DynamicVertexBufferEntityDirectX.h:26
DWORD m_dwFlush
must flush after reaching this size
Definition: DynamicVertexBufferEntityDirectX.h:24
Base class for managed asset entity in ParaEngine.
Definition: AssetEntity.h:25