My Project
DynamicVertexBufferManager.h
1 #pragma once
2 #include "DynamicVertexBufferEntity.h"
3 
4 namespace ParaEngine
5 {
8  {
9  protected:
10  DynamicVertexBufferEntity m_pDVBuffers[DVB_COUNT];
11  public:
13 
14  DynamicVertexBufferEntity* GetDynamicBuffer(DynamicVBAssetType nBufferType);
15 
16  virtual HRESULT RestoreDeviceObjects();
17  virtual HRESULT InvalidateDeviceObjects();
18  };
19 }
different physics engine has different winding order.
Definition: EventBinding.h:32
When use DirectX, this is a real dynamic vertex buffer for rendering dynamic mesh When use OpenGL...
Definition: DynamicVertexBufferEntityDirectX.h:11
buffer manager
Definition: DynamicVertexBufferManager.h:7
DynamicVBAssetType
ID of dynamic vertex buffer asset.
Definition: DynamicVertexBufferEntity.h:14