#include <XSI_rtshaders.h>
Public Attributes |
|
| ULONG | m_lOffset |
| ULONG | m_lNbVertices |
| ULONG | m_lType |
| ULONG | m_lMinIndex |
| ULONG | m_lMaxIndex |
| void * | m_pReserved0 |
| void * | m_pReserved1 |
| void * | m_pReserved2 |
| ULONG | m_lReserved3 |
Triangles are packed into lists. Each list can either be a single triangle strip or a list of unconnected triangles. The triangle list contains the triangle lists themselves.
m_pReserved fields are added in order for the tagXSI_RTS_TriangleList to use the same amount of memory as a C3DStrip<TvCoord, TNormal, TColor, TTCCord> object. This enables you to cast an array of one type into an array of another type without problems. For example, this is used in the following: C3DDrawObject<TVcoord, TNormal, TColor, TTcoord>::RealtimeShaderDraw
tagXSI_RTS_TriangulatedGeometry structure which was used to store the geometry. Now you can use the _XSI_RTS_Attribute structure to define which type of data on the mesh or point cloud to be used in rendering and return it from the GetRequirements callback function.
| ULONG m_lOffset |
Starting offset of the triangle list
| ULONG m_lNbVertices |
Number of vertices for the triangle list
| ULONG m_lType |
Type of triangle list (strip, list, fan : Mapped with OGL constants)
| ULONG m_lMinIndex |
Minimum index used for this triangle list
| ULONG m_lMaxIndex |
Maximum index used for this triangle list
| void* m_pReserved0 |
Reserved 0
| void* m_pReserved1 |
Reserved 1
| void* m_pReserved2 |
Reserved 2
| ULONG m_lReserved3 |
Reserved 3