Torque 3D 3.8
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PrimBuild Namespace

Primitive Builder. 

A simple interface to put together lines and polygons quickly and easily - OpenGL style. This is basically a convenient way to fill a vertex buffer, then draw it. 

There are two ways to use it. You can use the begin() and end() calls to have it draw immediately after calling end(). This is the "OpenGL" or "immediate" style of usage. 

The other way to use this is to use the beginToBuffer() and endToBuffer() calls, which let you store the results of your intermediate calls for later use. This is much more efficient than using the immediate style.

Name 
Description 
The following table lists functions in this documentation. 
The following table lists variables in this documentation. 
The following table lists macros in this documentation. 
 
Name 
Description 
 
This is function PrimBuild::_colWhite. 
 
begin 
 
This is function PrimBuild::beginToBuffer. 
 
This is function PrimBuild::color. 
 
color 
 
This is function PrimBuild::color3f. 
 
This is function PrimBuild::color3i. 
 
This is function PrimBuild::color4f. 
 
This is function PrimBuild::color4i. 
 
end 
This is function PrimBuild::end. 
 
end 
 
This is function PrimBuild::mCurColor. 
 
This is function PrimBuild::shutdown. 
 
texCoord 
 
vertex2f 
 
vertex2fv 
 
vertex3f 
 
vertex3fv 
Name 
Description 
This is macro PrimBuild::INIT_VERTEX_SIZE. 
This is macro PrimBuild::VERTEX_BOUNDS_CHECK. 
This next check shouldn't really be used a lot unless you are tracking down a specific bug. -pw 
Name 
Description 
This is variable PrimBuild::_colWhite. 
This is variable PrimBuild::mCurTexCoord. 
This is variable PrimBuild::mCurVertIndex. 
This is variable PrimBuild::mMaxVerts. 
This is variable PrimBuild::mTempVertBuff. 
This is variable PrimBuild::mType. 
This is variable PrimBuild::mVertBuff. 
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