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
unsigned int getMaxVertexCount() const
Get the maximum number of vertices that the buffer will hold.
bool getResetsEveryUpdate() const
Does this object reset its buffer each time it updates?
const MaterialPtr & getRenderToBufferMaterial()
Get the material which is used to render the geometry into the vertex buffer.
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.
const Renderable * getSourceRenderable() const
Get the source renderable of this object.
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.
RenderOperation::OperationType getOperationType() const
What type of primitives does this object generate?
'New' rendering operation using vertex buffers.
void setSourceRenderable(Renderable *source)
Set the source renderable of this object.
Manages the organisation and rendering of a 'scene' i.e.
RenderOperation::OperationType mOperationType