#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. |