#include <MeshPart.h>
Public Member Functions | |
| ~MeshPart () | |
| unsigned int | getMeshIndex () const |
| Mesh::PrimitiveType | getPrimitiveType () const |
| unsigned int | getIndexCount () const |
| Mesh::IndexFormat | getIndexFormat () const |
| IndexBufferHandle | getIndexBuffer () const |
| bool | isDynamic () const |
| void | setIndexData (const void *indexData, unsigned int indexStart, unsigned int indexCount) |
Defines a part of a mesh describing the way the mesh's vertices are connected together.
Destructor.
| IndexBufferHandle gameplay::MeshPart::getIndexBuffer | ( | ) | const |
Returns a handle to the index buffer for the mesh part.
| unsigned int gameplay::MeshPart::getIndexCount | ( | ) | const |
Gets the number of indices in the part.
Returns the format of the part indices.
| unsigned int gameplay::MeshPart::getMeshIndex | ( | ) | const |
Gets the part index in mesh.
Gets the type of primitive to define how the indices are connected.
| bool gameplay::MeshPart::isDynamic | ( | ) | const |
Determines if the indices are dynamic.
| void gameplay::MeshPart::setIndexData | ( | const void * | indexData, |
| unsigned int | indexStart, | ||
| unsigned int | indexCount | ||
| ) |
Sets the specified index data into the mapped index buffer.
| indexData | The index data to be set. |
| indexStart | The index to start from. |
| indexCount | The number of indices to be set. |
1.7.6.1