Torque 3D 3.7
ContentsIndexHome
PreviousUpNext
gfxVertexFormat.h

Copyright (c) 2012 GarageGames, LLC 

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 
Name 
Description 
 
This is a simple wrapper for the platform specific vertex declaration data which is held by the vertex format.
If your using it... you probably shouldn't be.
@see GFXVertexFormat 
 
The element structure helps define the data layout for GFXVertexFormat.
@see GFXVertexFormat 
 
The vertex format structure usually created via the declare and implement macros.
You can use this class directly to create a vertex format, but note that it is expected to live as long as the VB that uses it exists.
@see GFXDeclareVertexFormat @see GFXImplementVertexFormat @see GFXVertexElement 
 
Name 
Description 
 
Helper template function which returns the correct GFXVertexFormat object for a vertex structure. @see GFXVertexFormat 
Name 
Description 
This is macro _GFXVERTEXFORMAT_H_. 
On the Xbox360 we want we want to be sure that verts are on aligned boundariess. 
The vertex format declaration which is usally placed in your header file. It should be used in conjunction with the implementation macro.
@param name The name for the vertex structure.
@code
// A simple vertex format declaration. GFXDeclareVertexFormat( GFXVertexPCT ) { Point3F pos; GFXVertexColor color; Point2F texCoord; }
@endcode
@see GFXImplementVertexFormat 
The vertex format implementation which is usally placed in your source file. It should be used in conjunction with the declaration macro.
@param name The name of the vertex structure.
@code
// A simple vertex format implementation. GFXImplementVertexFormat( GFXVertexPCT ) { addElement( "POSITION", GFXDeclType_Float3 ); addElement( "COLOR", GFXDeclType_Color ); addElement( "TEXCOORD", GFXDeclType_Float2, 0 ); }
@endcode
@see GFXDeclareVertexFormat 
Name 
Description 
The known Torque vertex element semantics. You can use other semantic strings, but they will be interpreted as a TEXCOORD. @see GFXVertexElement @see GFXVertexFormat 
 
Name 
Description 
 
This template class is usused to initialize the format in the GFXImplement/DeclareVertexFormat macros. You shouldn't need to use it directly in your code.
@see GFXVertexFormat @see GFXImplementVertexFormat 
Copyright (c) 2015. All rights reserved.
What do you think about this topic? Send feedback!