28 #ifndef __RenderToVertexBuffer_H__ 29 #define __RenderToVertexBuffer_H__ 111 virtual void reset() { mResetRequested =
true; }
135 void setRenderToBufferMaterialName(
const String& materialName);
Abstract class defining the interface all renderable objects must implement.
Summary class collecting together vertex source information.
Renderable * mSourceRenderable
RenderOperation::OperationType getOperationType() const
What type of primitives does this object generate?
const MaterialPtr & getRenderToBufferMaterial()
Get the material which is used to render the geometry into the vertex buffer.
const Renderable * getSourceRenderable() const
Get the source renderable of this object.
An object which renders geometry to a vertex.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
void setResetsEveryUpdate(bool resetsEveryUpdate)
Set whether this object resets its buffers each time it updates.
SharedPtr< RenderToVertexBuffer > RenderToVertexBufferSharedPtr
OperationType
The rendering operation type to perform.
unsigned int mMaxVertexCount
virtual void reset()
Reset the vertex buffer to the initial state.
bool getResetsEveryUpdate() const
Does this object reset its buffer each time it updates?
void setOperationType(RenderOperation::OperationType operationType)
Set the type of primitives that this object generates.
void setMaxVertexCount(unsigned int maxVertexCount)
Set the maximum number of vertices that the buffer will hold.
'New' rendering operation using vertex buffers.
unsigned int getMaxVertexCount() const
Get the maximum number of vertices that the buffer will hold.
void setSourceRenderable(Renderable *source)
Set the source renderable of this object.
Manages the organisation and rendering of a 'scene' i.e.
RenderOperation::OperationType mOperationType