Add support for uint as triangle indices for mesh updates API
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@@ -117,6 +117,19 @@ public:
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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}
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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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 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, uint32* ib)
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{
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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}
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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@@ -245,7 +258,7 @@ private:
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// Internal bindings
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API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
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API_FUNCTION(NoProxy) bool UpdateMeshInt(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj);
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API_FUNCTION(NoProxy) bool UpdateMeshUInt(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj);
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API_FUNCTION(NoProxy) bool UpdateMeshUShort(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj);
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API_FUNCTION(NoProxy) bool DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI);
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};
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