Merge branch 'stefnotch-document-index-order'
This commit is contained in:
@@ -117,7 +117,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
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/// <param name="uv">The texture coordinates (per vertex).</param>
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@@ -163,7 +163,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
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/// <param name="uv">The texture coordinates (per vertex).</param>
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@@ -210,7 +210,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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/// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param>
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/// <param name="uv">The texture coordinates (per vertex).</param>
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@@ -257,7 +257,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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/// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param>
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/// <param name="uv">The texture coordinates (per vertex).</param>
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@@ -216,7 +216,7 @@ public:
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/// <param name="vb0">The first vertex buffer data.</param>
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/// <param name="vb1">The second vertex buffer data.</param>
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/// <param name="vb2">The third vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, int32* ib)
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{
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@@ -231,7 +231,7 @@ public:
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/// <param name="vb0">The first vertex buffer data.</param>
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/// <param name="vb1">The second vertex buffer data.</param>
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/// <param name="vb2">The third vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, uint16* ib)
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{
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@@ -246,7 +246,7 @@ public:
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/// <param name="vb0">The first vertex buffer data.</param>
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/// <param name="vb1">The second vertex buffer data.</param>
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/// <param name="vb2">The third vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
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/// <returns>True if failed, otherwise false.</returns>
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bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices);
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@@ -163,7 +163,7 @@ public:
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, int32* ib)
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{
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@@ -176,7 +176,7 @@ public:
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer, clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, uint16* ib)
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{
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@@ -189,7 +189,7 @@ public:
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
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/// <returns>True if failed, otherwise false.</returns>
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bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices);
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@@ -104,7 +104,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.</param>
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/// <param name="blendIndices">The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null.</param>
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/// <param name="blendWeights">The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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@@ -140,7 +140,7 @@ namespace FlaxEngine
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/// Mesh data will be cached and uploaded to the GPU with a delay.
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/// </summary>
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/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.</param>
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/// <param name="blendIndices">The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null.</param>
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/// <param name="blendWeights">The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null.</param>
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/// <param name="normals">The normal vectors (per vertex).</param>
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