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gameplay::MeshPart Class Reference

#include <MeshPart.h>

List of all members.

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)

Detailed Description

Defines a part of a mesh describing the way the mesh's vertices are connected together.


Constructor & Destructor Documentation

Destructor.


Member Function Documentation

IndexBufferHandle gameplay::MeshPart::getIndexBuffer ( ) const

Returns a handle to the index buffer for the mesh part.

Returns:
The index buffer object handle.
unsigned int gameplay::MeshPart::getIndexCount ( ) const

Gets the number of indices in the part.

Returns:
The number of indices in the part.

Returns the format of the part indices.

Returns:
The part index format.
unsigned int gameplay::MeshPart::getMeshIndex ( ) const

Gets the part index in mesh.

Returns:
The part offset index.

Gets the type of primitive to define how the indices are connected.

Returns:
The type of primitive.

Determines if the indices are dynamic.

Returns:
true if the part is dynamic; false otherwise.
void gameplay::MeshPart::setIndexData ( const void *  indexData,
unsigned int  indexStart,
unsigned int  indexCount 
)

Sets the specified index data into the mapped index buffer.

Parameters:
indexDataThe index data to be set.
indexStartThe index to start from.
indexCountThe number of indices to be set.
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