|  | OGRE 14.3
    Object-Oriented Graphics Rendering Engine | 
An object which renders geometry to a vertex. More...
#include <OgreRenderToVertexBuffer.h>
| Public Member Functions | |
| RenderToVertexBuffer () | |
| virtual | ~RenderToVertexBuffer () | 
| unsigned int | getMaxVertexCount () const | 
| Get the maximum number of vertices that the buffer will hold. | |
| RenderOperation::OperationType | getOperationType () const | 
| What type of primitives does this object generate? | |
| void | getRenderOperation (RenderOperation &op) | 
| Get the render operation for this buffer. | |
| const MaterialPtr & | getRenderToBufferMaterial () | 
| Get the material which is used to render the geometry into the vertex buffer. | |
| bool | getResetsEveryUpdate () const | 
| Does this object reset its buffer each time it updates? | |
| const Renderable * | getSourceRenderable () const | 
| Get the source renderable of this object. | |
| VertexDeclaration * | getVertexDeclaration () | 
| Get the vertex declaration that the pass will output. | |
| virtual void | reset () | 
| Reset the vertex buffer to the initial state. | |
| void | setMaxVertexCount (unsigned int maxVertexCount) | 
| Set the maximum number of vertices that the buffer will hold. | |
| void | setOperationType (RenderOperation::OperationType operationType) | 
| Set the type of primitives that this object generates. | |
| void | setRenderToBufferMaterialName (const String &materialName) | 
| Set the material name which is used to render the geometry into the vertex buffer. | |
| void | setResetsEveryUpdate (bool resetsEveryUpdate) | 
| Set whether this object resets its buffers each time it updates. | |
| void | setSourceRenderable (Renderable *source) | 
| Set the source renderable of this object. | |
| virtual void | update (SceneManager *sceneMgr)=0 | 
| Update the contents of this vertex buffer by rendering. | |
An object which renders geometry to a vertex.
This is especially useful together with geometry shaders, as you can render procedural geometry which will get saved to a vertex buffer for reuse later, without regenerating it again. You can also create shaders that run on previous results of those shaders, creating stateful shaders.
| Ogre::RenderToVertexBuffer::RenderToVertexBuffer | ( | ) | 
| 
 | virtual | 
| VertexDeclaration * Ogre::RenderToVertexBuffer::getVertexDeclaration | ( | ) | 
Get the vertex declaration that the pass will output.
Use this object to set the elements of the buffer. Object will calculate buffers on its own. Only one source allowed!
| 
 | inline | 
Get the maximum number of vertices that the buffer will hold.
| 
 | inline | 
Set the maximum number of vertices that the buffer will hold.
| 
 | inline | 
What type of primitives does this object generate?
| 
 | inline | 
Set the type of primitives that this object generates.
| 
 | inline | 
Set whether this object resets its buffers each time it updates.
| 
 | inline | 
Does this object reset its buffer each time it updates?
| void Ogre::RenderToVertexBuffer::getRenderOperation | ( | RenderOperation & | op | ) | 
Get the render operation for this buffer.
| 
 | pure virtual | 
Update the contents of this vertex buffer by rendering.
| 
 | inlinevirtual | 
Reset the vertex buffer to the initial state.
In the next update, the source renderable will be used as input.
| 
 | inline | 
Set the source renderable of this object.
During the first (and perhaps later) update of this object, this object's data will be used as input)
| 
 | inline | 
Get the source renderable of this object.
| 
 | inline | 
Get the material which is used to render the geometry into the vertex buffer.
| void Ogre::RenderToVertexBuffer::setRenderToBufferMaterialName | ( | const String & | materialName | ) | 
Set the material name which is used to render the geometry into the vertex buffer.